A Review of Bedlam in Neverwinter: A Dungeons & Dragons Escape Room in Three Acts

Prelude

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Bedlam in Neverwinter is an Escape Room room game in the Dungeons and Dragons universe of Icewind Dale. This is a game is three Acts: Each Act lasts 90 minutes as players work together to solve puzzles and try to solve an ever growing mystery. Act I, Act II, and Act III are all connected: the story all culminates to a final solution in Act III after playing through each act.

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After each Act, you can save your game for another session (which is what we did), or continue straight to the next act. We played the three Acts over three sessions in June and July of 2023.

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The time on the box seemed apropos: each act was about 90 minutes. The box also says 2-6 players. We ended up playing with three people. If you were stranded on a desert island with this box, you probably could play solo as two characters and still enjoy it, but like all Escape Room games, usually more brains are better to progress the game.

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This Escape Room style will very familiar to those of you who played the Clue: Treachery at Tudor Mansion game from earlier this year: see our review here. There are differences, though, which we’ll see below.

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As the prelude closes, we get ready to play.  You’ll notice we can’t do anything at all until the players arrive! As soon as you open the box, it tells you to STOP!

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Act I: Mystery at Ten Towns

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Charlie and Allison are my Escape Room buddies: we’ve played quite a number over the years (including many Murder Mysteries: they were part of Red Carpet in Ruins from a weeks ago). This seemed the ideal game for us: we have played many sessions of Dungeons and Dragons together as well as many Escape Room board games! This game was made for us!

Continue reading “A Review of Bedlam in Neverwinter: A Dungeons & Dragons Escape Room in Three Acts”

A Review of Davy Jones’ Locker: The Kraken Wakes (It’s a Crackin’ game!)

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Davy Jones’ Locker: The Kraken Waves is a cooperative pirate-themed game that was on Kickstarter back in August 2022: It promised delivery in July 2023, and I received my backer copy in Early August 2023. That’s maybe just a few weeks late, which is great by Kickstarter standards! Seriously, the last five Kickstarters we have received have been either early or on-time! Let’s hope this trend continues!

Davy Jones’ Locker: The Kraken Wakes is a cooperative pirate game (if you couldn’t figure that out from the name or pictures).

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This is a game for 1-5 Players, Ages 14+. The game box (above) says 30 minutes per player, but that is not at all what we experienced! It felt much longer! A solo game took about 2.5 hours, a 2 Player games took about 3 hours. A better metric might be: 2 hours + 30 minutes/player?

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Interestingly, the game “base rules” all seem to apply to games of 2-4 players. The solo rules and the 5-Player rules are exceptions. This bothered my friend Sam so much that he chose to back-out of a 5-player game we had planned because he was worried about the time/extra rules overhead. Be aware: the game does seem tuned for 2-4 players, but just happens to have rules for solo and 5 players.

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Let’s take a look at this cool pirate game!  Will this make  our Top 10 Cooperative Swashbuckling Games?     If ye wants to be a mutinous pirate and see, jump to ahrrrrrrr Conclusion!

Unboxing

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This is fairly normal sized box: see the Coke Can above and below for scale.

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Note that the game seems to not all quite fit in the box: this is a very tightly packed box! Unfortunately, it’s still a little overpacked after you rebox it as well. It’s not a big deal, but it was a bit noticeable.

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See above as we unbox!

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The rulebook has a great cover, and fits to the shape of the box.

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This game (other than sightly overpacking) has really thought about how to fit just about everything in the box! It has great directions for putting cards and tokens into the bottom of the box: see the insert above. And on the other side of the insert…

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There are also GameTrayz (sp?) for ease of storing many pieces. You do have to unbox a lot of things to get them in there, but it really does make set-up and tear-down easier. See above and below.

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The dice all fit into one of the GameTrayz pretty well: the 4-sided (used for marking Tentacle Hit Points) and 8-sided dice (used for notating hull and direction) felt like they fit, but sorta weirdly. It worked well enough. The 6-sided wood dice were fantastic and very thematic, with little pirate symbols on them! The gold coins were real metal and very cool as well.

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The tentacles and ships fit nicely in the other GameTrayz.

Underneath all the GameTrayz are a bunch of stuff ..

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As you pull everything out of the box, you get a little worried … “Is this all going to fit?”  

There were a ton of punchouts (see above) which all seemed to fit nicely into the insert at the bottom of the box.

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And you know what, it does fit all nicely in the box (modulo being just a touch too tall): see above.

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Oh yes, and the player boards and nice and dual-layered: see above.

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The cards are all linen-finished and look very piratey. The art is nice, if weirdly a little inconsistent: some card backs have really nice, almost painting-quality art, but some have more pencily art, and some art looks like just old prints. Despite the inconsistency in style, the art still works in this pirate game.

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Overall, the components are very nicely done and the game looks like a cool pirate game.

Rulebook

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I struggled with this rulebook. It’s not a bad rulebook, but it could been better. I mean, I do love that cover!

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Part of my struggle may have just been the length: this rulebook is LONG: it’s 36 pages!  Sometimes that extra length is used for flavor or scenario text. Nope: Not here!  This rulebook is pretty much all rules!  It’s a heavier game than I expected.

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The game gets a B- or C+ on the Chair Test: It has a big font which you can read (good), it stays open when you place it down (good), but it kinda flops down on the edges when you put it on the chair next to you (bad). I think it worked just well enough to use the chair next to me.

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I think I was a little grumpy with the rulebook right away because it started with a Table of Contents (listing the major headings in order) … but called it an Index instead.  I’ve seen this in other games and it’s a pet peeve: A Table of Contents lists major sections in order, and an Index notates important keywords and where to find them in the text.   This is a pet peeve because it belies not understanding standard book nomenclature … and it has me worried they’ll get other stuff wrong.

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The Game Components were well-labelled across two pages.

I appreciate the extra space they took to list and label all the components. Sometimes, when the rules refer to a component, it’s nice to be able to look stuff up.

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There’s a nice overview of the map as we start into the rules. See above and below.

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It did have me wonder if maybe the board should have been LABELLED with the annotations rather than having to look them up? That’s a tough one, because the board does look nice, and adding annotations would make it busier and less thematic. I think they made the right choice from a theme perspective, but I always think that it’s better when the components and spaces are well-labelled so you don’t HAVE to look up stuff in the rulebook.

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The set-up pages were pretty well done.

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It’s just .. I started out with a solo game (which I strongly suspect most people will) because I wanted to learn the game before I taught my friends, and the solo rule were an “exceptional” case relegated to the back of the book. Look closely at the set-up:

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The set-up ONLY discuss 2, 3, and 4 Player set-ups! If you want solo play, you have to go out of your way to find those rules in the back of the book. Again, I suspect many people will play this solo first so they can teach their friends, and the rulebook doesn’t make that flow easily. Gameplay is optimized for 2, 3, and 4 players. Solo and 5-Player games are the exceptional cases.

There’s a lot of text in the rulebook, and there could be more figures. And even so, there still were times when I thought the game was underspecified (Example: when a whirlpool moves you, how do you move? Along the current? When you get pushed out by the whirlpool, is that an extra move? Where do you get moved to? Frequently there are multiple choices…)

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Look, this game has a lot of rules, and occasionally under-specifies a few of these rules. BUT, the rulebook is very readable, and it has a big font., and even though there are problems with the rulebook, it makes a good faith effort of putting forth a good pirate game and mostly succeeds. Let’s just move on: I was able to learn the game from the rules, so that’s a win.

Gameplay: Overview

This game proceeds over two Acts. In Act I, players work together to try to upgrade their ships to make them “sea-worthy” : players are exploring and doing all they can to get their ship shipshape. In Act II, players use their upgraded ships to fight the Kraken: if they can take out the Kraken, they win! You’ll note that the player board (above) has two sides: Side I is the map where players explore and upgrade (Act I) and Side 2 is the whirlpool where player fight the Kraken (Act II)!

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At the start of the game, each player selects one of 5 ships to man.

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Each ship has 5 main stats notated on 4 different tracks and 1 8-sided die.

  • sail (green) is how many movement points you have.  Normal sea costs 1 movement point, other “rougher” seas cost more 
  • cannons (brown) are how many dice you get to roll when you attack.  
  • hull (purple) are how many dice you roll when you defend
  • repair (red) is how many spaces you can repair other attributes (including repair) if they get lowered. 
  • integrity (8-sided die) is your “hit points” for the ship: how much damage your ship can take until it sinks

You can’t repair your ships attributes above the default unless you get a special card that ups that stat … the slots underneath the ship are for those special upgrade cards.

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Every ship has a special ability, or rather a choice (one of two): See above: You get to to choose one. That ability changes in the second Act: it flips to the other side (so pay attention to both sides).

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During the Act, players will be upgrading their ship (upgrading stats and getting upgrade cards) and getting gold: gold in Act I is how you buy upgrades, but gold will be used for re-rolls in Act II. See above for an upgraded ship!

Get the best upgrades you can in Act I to fight the Kraken in Act II!

Gameplay: Act I

Act I is all about the upgrades.  Pirates do “piratey” things (plunder, explore, fight) to get gold so they can buy upgrades to their ships!

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In Act I, players deal with an Event every turn, then get three Actions each.  See above for the very good player summary cards! (Seriously, these were very helpful).

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Events (see above) in Act I are generally good things: they set the stage for some “piratey” things to happen, which nudge the players in certain directions.  For example, the Exotic Goods card puts the Merchant Ships into play, encouraging platers to “pirate” them to get good stuff. The Events can also be bad, but generally are helpful.

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Once the Event is resolved, each player get three actions.  The most common actions (at least among me and my friends) were the Explore, Plunder, or Visit Market actions: These are generally the most reliable way to get upgrades.  These actions must  happen at a port.

The four corners of the board have different ports with different types of upgrades. The color of each port is significant: note that the colors correspond to the four attributes of each ship! For example, Siren’s Grotto (the green port) is all about sailing upgrades (green attribute).

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There are lots of ways to upgrade your ship: You can also Hunt or Explore A Shipwreck, which you almost only want to do with someone else: failure at those actions can really damage your ship.

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Gold is very important in Act I: you can usually get some really great upgrades at the Markets if you have enough gold. Unfortunately, you don’t have a lot of gold to start of the game, so a lot of the actions in the game have you “take a chance” to try and get some gold.

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Most of the actions in Act I have you rolling the Fortune Dice (the wooden dice, see above) to attempt things: you have to get a certain number of successes to succeed: each Skull is a success. (The Combat also uses these dice). Note the distribution: 2 empties (failures), 2 single successes, and 2 double-successes.

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For example, when Teresa and I went after the Silver Sun (A Treasure Galleon from a Hunt action), we had to roll  8+ successes in a combined Sail and Repair roll (where the stat indicates how many dice you get to roll).  A failure was not good, but a success would get us some good booty!

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Most of the time, the result of success is Gold or a minor stat boost, but you can also get Treasure! Treasures in the game can be amazing and really help you in the final combat. The Chain Shot Treasure (above) was critical to one of our wins!

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As you explore and plunder and go to different ports, you will have to sail out on the Open Seas: that has its own risks and rewards! You have to draw an Open Seas card everytime you are out at sea:

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Generally, the Open Seas cards are challenges for the pirates (which may result in some gold), but as the game progresses, you may accidentally draw a Kraken Advances card from the Open Seas deck:

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If you ever draw 3 Kraken Advances cards from the Open Sea deck, you immediately begin Act II! Most of the time, though, Act II starts after all 6 Events have come out.

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Either way, you hope you and your fellow pirates have upgraded your ships enough! Act II is starting!

Act II Set-Up

Before you can get to Act II, you actually have quite a bit of set-up:

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Before Act II officially starts, players have to turn over the Black Spot cards (see above) and discover how many Kraken Modifiers are used to augment the Kraken!

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Each card will potentially up the Kraken’s starting hit points or add a new Kraken Modifier.  Basically, these cards are a balancing factor: if you did really well in Act I, well, the Kraken gets that much harder!

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In my first solo game, I did “ok” in the upgrade phase, and got 5 Kraken Modifiers and a few extra hit points.

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The Kraken has a number of tentacles and hit point based on the number of players.  See the board above: a solo game has 4 tentacles, and my starting hit points were 24!  Note that they did a great job of notating a lot of things on the board: the tentacles attack, defense, range, and move!  The 4-sided dice notate the tentacle hit points (0-3).

Gameplay: Act II

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Act II is all about trying to take down the Kraken and his tentacles!

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A Whirlpool starts the turn: this pushes the ships around the whirlpool and has some “bad stuff” happen.

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Next, the tentacles move and attack! You’ll notice each tentacle is numbered (and distinct).

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After the tentacles move and attack, the Kraken’s head attacks (now there’s a sentence you don’t hear every day)!

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There’s no dice rolling for the Kraken attack: the Kraken just attacks every ship on the board at once and does either 5, 6, 7, or 9 damaage, depending on how close you are to the head! See the octant board above. (You still get to roll hull for defense)

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After all that, if the players still survived, they get 3 actions to move and attack the tentacles and the head! To win, players must take out the head with a direct attack! Killing tentacles is useful too, as each killed tentacle does 1 damage to the Kraken and the Kraken head defense is the number of tentacles in play + 2.

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If this sounds too easy, it’s not. Tentacles regenerate once the Kraken gets lower and lower on hit points. Note the 18 and 26 above: they little tentacles on them! Teresa equated this to a video game: as you kill more and more tentacles, they respawn!

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If , at any point, your ship sinks, you are not out of the game! The other player can still rescue your deckhands and you can hep augment the remaining ships! Players win if they take out the Kraken or lose if ships are sunk!

Solo Play

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So, there are solo rules: (congratulations on Saunders’ Law). Unfortunately, they are relegated to their own page after you have “absorbed” the rest of the rules. I think this is disservice to the game: given how many rules there are in the game, I think it would behoove the rulebook to have a better face for the solo gamer. I am absolutely glad I learned the game before I brought it out to my friends, so I was very glad for a solo mode. I can’t imagine crunching through this game, learning as you go in a 4-Player game!

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Act I moved pretty well: I had fun exploring and looking around the board. It wasn’t too much work. I will say that the special rules for Hunting and Shipwrecks slowed the game to a crawl because those rules have to change more substantially for the solo player: I had to apply the changes for the solo rules (which are not trivial) to the original rules (which are not trivial): this was quite a bit of work.

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Act II feels like video game fight!  Take out the Kraken!  It was a little bit of a slog, until I realized I missed one very important rule: gold can be used for re-rolls! That’s very helpful!  But even with that, I was very worried (and I still am, a little), that there is too much randomness in this game.

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In Act I, gold is used to buy stuff. In Act II, your remaining gold is used for re-rolls: And this was absolutely essentially to realize! Without this one rule, this game is a completely random slog and I don’t want to play it again. BUT, with the gold letting you re-roll when you want, it really feels a lot better. I was about ready to chuck the game in the garbage during Act II, until I realized I had some choice when to re-roll! Gold is gooood! Ahhhhrrrrr!

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The solo game is long: if you believe the box, it’s only 30 minutes. Nope, nope, nope: more like 2.5 hours. Granted, I put some of set-up and tear-down in there (there is a lot of stuff), but you have to: getting ready from Act I to Act II is quite a bit of work just right there! You’ll notice I had to write a section called Set-Up: Act II to cover it!

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I liked the solo game, but boy was it a lot of work! There is a lot of set-up and tear-down at the start and End of Acts! Once you are playing, it’s not too much work, and it’s pretty fun but boy does it take a lot of work to get there. It’s a good solo game, I just wish it weren’t so much work between exceptional solo rules application, set-up for Act I and Act II, and teardown at the end of Act I and Act II.

Cooperative Play

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I think this is better as a cooperative game than a solo game. The work that I alluded to in the solo section can be shared between players and that relieves some of that burden, and frankly makes it more fun.

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The game is a lot longer at 4-Player vs. 2-Player.  The standard that we seem to see is that there is a 2 hour base, and 30 minutes per player.  So, yes, it took about 4 hours for a 4-player game!  In the 4-Player game, there’s not quite as much to do on your turn as you are waiting for your compatriots to play, although occasionally you do get to join them on (cooperative) Treasure Hunts!  

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My friend Teresa and I had a grand time playing! We were barely able to take-down the Kraken, but we did win. There was a lot more cooperation in Act II, as we had to strategize about who/when to attack. Act I was more like two solo players buffing their ships at the same time, but I will say the Treasure Hunts were “encouraged” by Event cards, and both Treasure Hunts and Shipwrecks felt more cooperative, so even then there was some cooperation.

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The 4-Player game didn’t go nearly as well: partly because there was a lot of downtime between turns, and partly because the randomness overwhelmed some of us: see more details below.

Too Many Rules

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Let me say firstly: I like this game! But there are too many rules. Between the two Acts, and all the execeptions for solo mode and 5-player mode, and the deckhands and sunk ship rules, it felt very overwhelming. Some of that will go away as you play more, but I think if any nontrivial amount of time passes between plays, you will have to relearn a lot of stuff.

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Having said that, in general the game did a pretty good job of helping out with Player Summaries (these were quite good, see above) and having rules on the boards (especially the Kraken board).

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The Deckhand rules are probably the most work in the game: I understand why the game has these rules, as it’s too easy for a player to just die at the hands (or tentacles) of the Kraken and remove him from the game (not fun!)

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I like the idea of the Rescued Deckhands, but it adds so many rules to a game already swimming (no pun intended) in rules. I didn’t even need them in the first few games I played, but I find myself dreading when I have to apply them. I will say, when all of us except Andrew sank in a 4-Player game, having the Deckhand rules still kinda kept us involved. It was frustrating having yet another set of rules, but it kept us involved. So, maybe it was a wash?

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I like this game, but be very aware that there are a lot of rules (36 pages) and you will have to spend some time to get through them.

Theme

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The theme really does drip from this game.  The encounters in Act I feel very piratey, the art leans into the pirate theme, the cards seem to have just enough text to make the game feel piratey (but not too much text to be distracting), and the Kraken fight feels like the end of a pirate movie!  If you want a thematic pirate game, this delivers.

House Rules

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My main problem with the game is that there might be too much randomness to the game. If you do poorly in Act I, even with the balancing of the Block Spot cards, it just feels like you are going in with significantly reduced chances. A very simple way to help with that: make it so Gold can be spent for re-rolls in Act I! That way, if you feel like Act I is too random, it can be mitigated. This also makes the game more consistent: “You may spend one Gold to re-roll one die at any time”.

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The inconsistencies between Act I and Act II were a little frustrating sometimes. (“Wait, can I spend a stat to not sink in Act II? Or was that just Act I?” ) Making gold always useful as a re-roll seems to make sense.

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Also, consider the Rescued Deckhands rules: The entire purpose of the Rescued Deckhands is to keep players involved if their Ship sinks in Act II: And this will happen! It happened to all of us except 1 in a 4-Player game! The game can really feel random sometimes and one player gets all the Tentacles! I love the idea of the Rescued Deckhands, but it is SO MANY Rules after learning the Act II rules! A simple way around them: Give the players a “Witch Brew”. If any player ever sinks, the players can use the “Witch Brew” to immediately resurrect anywhere at full health. I love the idea of the Rescued Deckhands, but it is so much more work in a game that already has a lot of work!!

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These are just suggestions. Feel free to ignore. I do think the using gold for a re-rolls should permeate the game: it gives the players choice when they need it, it simplifies/consistentifies the rules , and it makes more juicy choices: “Do I save Gold to buy cool upgrades, or do I use gold to re-roll to pass this encounter?”

Conclusion: A Tale of Two Pirates

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Sara played this game and had a miserable time: her Act I succumbed to bad rolls, and she was never as able to get anything going.  Sara had to watch everyone else do well in Act I, then she immediately died at the start of Act II.  She disengaged the whole time.  In the words of Sara, “There were too many rules, the games was far too random, and it was way too long.  I hated this game”.

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Teresa has played this game multiple times (including with Sara), and Teresa is interested in playing again.  She loved the theme and the dice-rolling: she liked living in this world.  “Can we play again when it’s just the two of us?”

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At the very start of this review, we asked: Would Davy Jones’ Locker: The Kraken Wakes make our Top 10 Cooperative Swashbuckling Games? It would, but just just barely. Teresa liked it better than Dead Men Tell No Tales, and Andrew and Rich were generally positive about it, So, that would put Davy Jones’ Locker: The Kraken Wakes in the very bottom of our Top 10 Cooperative Swashbuckling Games (probably supplanting Pirate Republic)!

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This game has amazing components and feels very piratey! The theme is all throughout the game!

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If you think you can handle the randomness and swingy nature of this game (almost everything is a dice roll), and if you enjoy living in this vey thematic pirate universe (the games are long), then this can be a game for you. Be aware of what this is! Sara hated the game because of the randomness, but Teresa liked living in this world! Andrew and I are somewhere in the middle.

  • Sara: Hated it. 3/10
  • Andrew: Enjoyed it, positive feelings but noticed how random it can be. 5.5-6/10
  • Rich: Both hated it and liked it over many games.  There is too much randomness for such a long game, but there were some great moments and theme in here. Somewhere between 5 and 7/10! (quite a range)
  • Teresa: Liked it. 6.5/10 maybe a 7/10, would recommend it and want to play it again as a 2-Player game

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We’ll finish by saying that the solo game may be a little too much work to play a lot, the game can be too long and too random, and the rules could use a few rejiggers (both having too many rules and needing a minor rethink), but this could be a game for you because it really does evoke a very piratey theme: there’s still a lot to like in the box.

A Review of 2070: The Cooperative (sorta) Graphic Novel Book Game

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2070 arrived at my doorstep in early August 2023: This is a cooperative (sorta) Graphic Novel book game from GNA. 2070 was on Kickstarter in back in October 2022 and it promised delivery in July 2023. I think it missed July 2023 by days, but I will count this as on time! Good job GNA!

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This is a semi-cooperative game (wait, wait, we’ll come back to that) game where 1 to 4 people sit around the table reading simultaneously from 4 separate Graphic Novels, playing the game together. See the picture on the back of the box, and see us reading below.

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What Is This?

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This is the third in the Graphic Novel series of games from GNA.  It’s been a while since we’ve seen one of these: the original Crusoe Crew we reviewed in  2019 (see Part I here and Part II here), and the Sherlock Homes Baker Street Irregulars we reviewed back in 2020 (see Part I  here and Part II here).  So, it’s been about 2 to 3 years since we’ve seen a follow up from them!

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The best description I have for these games is that they are like a table read: each character is reading from their own copy of a “movie script”, except each of the scripts are each different! The scripts are generally the same, except occasionally, one character may occasionally see/experience different things as players play. There are also really nice graphics in the book! This is a Graphic Novel game mixed with Choose Your Own Adventure: players cooperatively (sorta) make choices about what scene to go to next!

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These really are Graphic Novels, except each one is tailored to an individual character.

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In 2070, each player takes the role of one of four characters: Itaka, Suaoran, Dama 2D, and Yzaline (see pictures above).  Each character has a very different personality, and your job is to inhabit that character for the adventure.

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Each character is described on the back of their individual books: See Ittaka (the alien) below.

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This game is set in the world of Anime/Future Tech. The object of the game, without giving away too much, is to catch “the bad guy”.

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Components

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The components are very similar to Crusoe Crew and Sherlock Homes: Baker Street Irregulars: there are four Graphic Novel books (one for each character), a map, and some tokens. The box has a really nice magnetic clasp and a fantastic ribbon for making it easy to pull all the books out. The ribbon is both necessary and a really nice touch: without it, the books would be very hard to get out.

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The map describes the city you are exploring (but we didn’t really use it very much).

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The instructions were on the back of the map, and they weren’t great. They are just a little too terse and the teeny font made it harder to read. For example, there’s all sorts of symbols in the book that aren’t explained… you know what those are? They are to “double-check” that you went to the right panel!

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See the winged circle in the upper left? If you solve the puzzle on the panel correctly (I elided most of it to avoid spoilers), the panel you are taken to should have that same symbol! We figured it out because we have played all three books! But the rules DO NOT explain this!! They sorta allude to it..

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There are also a number of punchouts that will be used in the game: as the characters find things, these items will help “augment” their character. This is a little different than the first two books: almost everything was in the books. Now, there are some physical tokens you can collect! And you also have hit points! Essentially 4 hit points: you may take damage as you play … there are consequences if one of you “dies”…

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The components are good, but the real determining factor for most people will be: “Do you like the art in the Graphic Novels?” I think the art is great, and so did my gaming group.

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Semi-Cooperative?  Naaaaahh

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If you look very closely at the back of the box, you can see that this is a semi-cooperative Graphic Novel Game. Whaaaaaaaat? The original two Graphic Novel games were cooperative, but this one is semi-cooperative?

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The rules basically say that players work together to play through the adventure, but each player is collecting Success Points throughout the game as they play: whoever scores the most Success Points wins!

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There’s a scoring table on the rulesheet so you can score yourselves at the end of the game.

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At the start of the game, each player also has a Secret Objective (hidden from other players) which is a secret way of scoring extra Success Points. See the Secret Objective cards above.

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Players still have a play as a group “cooperatively” to win, but the final score determines the winner.

We think that the purpose of the Success Points was an attempt to keep players more engaged as they play: each player can be concentrating on their own Secret Objective, which helps guide them and focus on their character.

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Here’s the thing: we accidentally ignored the Secret Objective. It almost seemed to get in the way more than it engaged us. As we played, the Success Points and Secret Objective were more like an odd rule that we had to keep track of while playing, rather than something engaging. The STORY was engaging! The world of 2070 is engaging! The reading to each other is engaging! The Success Points and Secret Objectives were NOT engaging … they actually took us OUT of the game as we played. It seemed liked any dealing with Success Points would interrupt the flow as we were trying to to get through the game. For Example: “Oh, wait, stop the game, I have to get 3 Success Points for no reason .. hold on ..”

In the end, we just ignored the Success Points and Secret Objective and just played completely cooperatively. This might remind some of you of Marvel Legendary: it’s a semi-cooperative deck-builder game with points, but everyone I know just ignores the points and plays cooperatively. I suspect most people will prefer 2070 purely cooperatively and it enjoy it that much more .. but maybe I’m wrong. My group enjoyed it much more cooperatively.

Thoughts

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Of the three Graphic Novel games, 2070 was our least favorite. Now you have to understand that’s a high bar: Sherlock Holmes Baker Street Irregulars made the #1 spot on Top 10 Cooperative Games of 2020 and Crusoe Crew made the Top 10 Cooperatives Games of 2019! We still liked 2070, but it was everyone’s least favorite. Part of the problem of 2070 was the “distraction” of the Success Points and Secret Objectives. Even if you play fully cooperatively, the game is more of a chase than an exploration. You are basically chasing the bad guy throughout the game. Now this “chase” was novel (no pun intended) at first, but it felt like we were speeding through the game, and maybe not enjoying the art and story as much as we should. One of the reasons we liked Sherlock Holmes: Baker Street Irregulars so much was the exploration. Maybe you would enjoy the chase idea more?

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I was also surprised that my friends enjoyed this one the least: they love anime (having been in an anime club in high school), and I thought the theme would would draw them in … nope! The exploration and mystery in the Sherlock Holmes Baker Street Irregulars Graphic Novel is what they enjoyed the most.

Player Count

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You can play this solo, but it’s sort of lonely to do that. You can also play at two and three players, but four is absolutely ideal. Everyone stays involved as you play, and I think you get the most out of the story. You can play at other counts, but it’s not ideal.

Replayability

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Replayability is an odd duck for this: we ended up playing through the adventure about 3 times in one night (for total of about 3 hours) until we finally caught the bad guy, so we call it a “win”. There is a timed element to the game (you start with 8 clocks and lose one every time you hit a panel with a clock), so sometimes you time-out when you play, and you can just start over. There are also points in the game, after you reach major milestones, where your time is reset.

Our understanding is that we just found “one path” through the book to win: there are multiple endings. So, even though we “finished” one path, there are still more to explore … so there is replayability.

Conclusion

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We liked 2070 but didn’t love it like we did the previous two, much to my surprise since my friends are big anime fans! I thought the theme would influence their choice more! It turns out, 2070 is more of a chase game than an exploration game: it’s the exploration that my group enjoyed.

The choice to make 2070 semi-cooperative seems a way to try to engage the players more, but we found it to be distracting and ended up just playing cooperatively: your mileage may vary, depending on your group.

Looking back and refining our scores through the lens of time, The Sherlock Holmes Baker Street Irregulars game would get an 8.5/10, Crusoe Crew would probably get a 7.5/10., and 2070 would probably get a 7/10 (but only if played cooperatively: if played semi-cooperatively, it’s probably a 6.5/10.0).

A Review of Chaos In Copperforge: An Expansion for the Cooperative Deck-Builder Battle For Greyport

Battle for Greyport is like an old friend I haven’t chatted with in a while. I loved Battle for Greyport when it came out: it’s a cooperative deck-builder with quirky comic book art and fun gameplay. I did a review almost six years back in 2017! See that review here. Battle of Greyport was quite popular in our circles at the time: it made the #4 spot on our Top 10 Cooperative Deckbuilding Games, and its expansion Pirates! made the #4 spot of our Top 10 Cooperative Swashbuckling Games back in 2019. But, it’s been some time since we chatted with Battle for Greyport.

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Chaos in Copperforge is a new expansion for Battle of Greyport that was on Kicstarter back in September 2022. This was an insta-back for me, as I love Battle for Greyport! This just arrived at my door about August 1st, 2023. It promised delivery September 2023. Seriously! It was two months early!! What’s going on here?? Recently, both Kickstarters Kinfire Chronicles and Race To The Raft both delivered early!!! It’s great to have Kickstarters actually deliver on time!

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Let’s take a look at this expansion!

Unboxing Some Stuff

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Speaking of trends on Kickstarters, when did Kickstarters start bundling my very different orders to save money?

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I got both the cooperative game Where’s My Ride? and Chaos in Copperforge in the same box! I mean, they are both from Slugfest Games, and they both are from Kickstarter. It’s okay that they want to save some money, but I wonder if I got my boxes later because they had to bundle them. Should I be grumpy over this? I don’t think so?

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Recall that I also got Astro Knights (see our review here) and Ares Expeditions Expansions: Discovery, Foundations, and Crisis (see our review here) in one bundle as well! Weird: I guess this is a new thing. Or maybe I back too many Kickstarters … maybe that’s the real issue …

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So, this is true expansion in most senses: it just adds new content with a few new rules and clarifications.

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I don’t love that the rulesheet is a tri-fold pamphlet.

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Whatever: it’s still consistent with the original rulebook in font and look. It’s fine.

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It’s an all cards expansion: it all fits in a decent sized box.

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One thing you get in here are ten new characters: they are nine starting cards for each (see above).

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For each of the ten new characters, you also get 3 oversized cards: see Wizgille above.

You also get 10 new Locations, 10 New Bosses, and 1 Boo Buggy.

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There are plenty of new Locations and Scenarios to try out! There’s even a little checklist in the back of the rulebook for you to keep track of your plays of the new content.

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See Gromitt The Foul, probably the first new bad guy you’ll fight!

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You can see the Mech-Suit Mayhem and new Locations (above) for the set-up to battle Gromitt! It’s all in line with the original game.

New Mechanisms

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There are two new monster decks (20 cards each): Constructs (above right) and Advanced Constructs (above left). The symbol in the lower right differentiates them. Many of these new monsters have a new mechanism called Contraptions: when you see the the little metal gear in red (like on Gizmoblin), that means a contraption comes out with him!

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Contraptions augment whomever owns it! The contraptions come out with a bad guy, but if you kill the bad guy, the contraption turns into a card Item characters can use! See above as the Stabby Stick is +1 damage when wielded by a bad guy, but +2 AND Snipe when wielded by the character!

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See the Robogre with the Flux Calculator! He gets +1 attack from his contraption when he attacks! And I sighed at the Flux Calculator joke …

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When you play a contraption with a bad guy, you are supposed to slide it underneath the card to make it clear how it augments the bad guy: see above. It’s also good to do that so it takes up less table space. 

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Another new mechanism is the Grey-Border items: they may equipped by any hero – physical or magical! The Mace of Korash (above) is one such item!

Another new mechanism is that some monsters are immune to certain colored die (recall there are 3 types of dice with different distributions of values).

An Old Friend

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Sometimes when you reconnect with an old friend, you forget things and find out new things about your friend!

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I had forgotten that Battle for Greyport was an early game that embraced the “Choose Open or Closed Hand“! We discussed this rule in our Seven House Rules for Cooperative Games in the Allow Sharing, If It Makes Sense section: it’s nice to see a game that’s open enough to embrace this choice in play style! Open-Handed is more interactive, but can suffer from Alpha Player Syndrome; Close-Handed can be less fun and less interactive as a group, but can feel like you have more agency over your own choices: allows you to choose the play style you like!

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I had also forgot that Battle for Greyport uses Player Selected Turn Order: they don’t call it that, but again, it’s an early game that embraces the idea that coooperatively players can decide player order!

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And I may have been playing the game wrong in a few places: a new look at the game forced me to re-read some rules: “Oh, I don’t remember that about you!” It doesn’t change any opinions, but it does open my eyes!

Solo Play

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One of my major complaints about the original Battle for Greyport game is that it does NOT have a solo mode!   This is one of the games that I use as an exampler as why need Saunders’ Law: here is a great cooperative game that DOES NOT have a solo mode!

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Yet, it is so easy to play Battle for Greyport solo: simply play two-handed (two characters) and alternate between them like you were playing a two-player game. See above.

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You’ll be happy to know that it’s still easy to play this solo: there’s no new rules or anything in the new content that prevent the two-handed solo mode.

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I should qualify that “easy” a little: playing solo is easy, but the game itself can be challenging (so the difficulty of the game is not easy). I lost my first solo game pretty bad! And that was on an easy scenario! And I lost my second game as well! This expansion does make the game harder …

However, it turns out that one of the new “clarifications/adjustments” in the new Chaos For Copperforge is the establishment of a house rule called Rest Healing that’s been around for a while. That house rule (now official rule) says: 

At the beginning of the game, you now choose a number of hit points to heal between encounters (when you level up).  In general, we recommend 2 … if you liked the game it was before, you can simply choose a Rest Healing of 0 (now called “Hardcore mode”).

I would have done significantly better on my first solo game if I had just chose some non-zero Rest Healing … but I still had a great time.

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Two-handed solo mode still works great with Chaos in Copperforge, even if it isn’t an official solo mode. Given that they embraced Restful Healing house rule, I am surprised they didn’t just embrace the two-handed solo mode house rule.

New Content

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How much of the game can you play with ONLY new content from the Chaos in Copperforge expansion?  Pretty much all meaningful content can be new except for the recruit cards: Items and Heroes … those two decks still have to come from the base Battle For Greyport. Everything else can be new content!!! There’s new player Heroes, new Monsters, new Scenarios, new Locations, and of course the Contraptions (which count as an item if you get it).   See above as a game with as much new as possible!

Of course, you still need the base game for the dice, the tokens (hit point, coins, etc), the Taunt token, and especially the rulebook (needed for describing lots of the keywords).   (There are a few new Heroes you can put in the recruitment pile, but it’s not nearly enough to supplant the base Heroes piles.)

Conclusion

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The best kind of expansion is the kind that makes you remember why you love the original game! And that’s what Chaos in Copperforge is: a reminder of how great the original Battle For Greyport is! I felt like I was reconnecting with an old friend, reminding myself why I love Battle for Greyport and just enjoying the new content. Basically, Chaos in Copperforge gave me an excuse to reconnect with my old friend.

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Chaos in Copperforge isn’t a flashy expansion: it just adds some new characters, new scenarios, new bad guys, and a few new mechanisms. But, sometimes, you just need an excuse to reconnect with your old friends, and this gave me a great excuse to revisit my old friend Battle for Greyport. 9/10. Despite its simplicity, this could be my favorite expansion of the year: I was just so happy to be in this universe again.

First Impressions of Kinfire Chronicles (A Solo/Cooperative Dungeon Crawler)

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Kinfire Chronicles was a game on Kickstarter back in September 2022. My copy arrived at my house in late July 2023, being early by one week! The Kickstarter originally promised delivery in August 2023, and it actually arrived early! Is this the start of a new trend? My Race To The Raft (from a few weeks ago) arrived early from its Kickstarter!

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Kinfire Chronicles is cooperative dungeon crawling type game for 1-4 players.

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The game box says 45-60 minutes, but I suspect that really varies, as there are quite a number of scenarios in the box! It probably really depends on the scenario. The Age 14+ seems appropriate, but the art makes me think younger players will be attracted to the game …

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The game has almost a comic book vibe and art style, which might be appealing to younger players, but I think the game is complex enough to require older (14+) players.

Unboxing

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The Kickstarter delivery box was pretty big: see the Coke can for scale.

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So I backed the Kickatarter game at The Premium Collection Level, which means I get an extra box called the Upgrade Kit … which has some cool upgrades we’ll see later.

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The base box and the Upgrade Kit are both pretty big boys!

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I am spending a lot of time on the unboxing because this is a weird beast. First of all, notice the pull tab? That’s so you can pull out the board. But, you might not notice at first: the top and left and right of the box IS A GAME BOARD!

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Weird, huh? The pull tab pulls out the Welcome box (see above). Word of Warning!! don’t pull too hard on the pull tab! I accidentally tore my box a little:

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The Welcome Box includes the Map Atlas:

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This Map Atlas makes me think this is going to be something like Artisans of Splendent Vale, with combat taking place on the map (and it does: see above): it also has an Artisans of Splendent Vale vibe from the art too (see below)?

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Below the Map Atlas are the rest of the intro components.

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There are some hit point wheels to make your characters, tokens, and the instruction manual.

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The cards and nice and Linen-finished. The wheels (for notating hit points) were just “okay”, they kind of slipped and slided in the plastic knobs. They worked, and the instructions for putting them together were good, but they felt cheap.

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Below the Welcome Box are a bunch of other boxes! These boxes look like “Adventure Boxes” (and indeed, the joke was that this looked like a DVD collection).

Other boxes are character boxes: the game comes with six characters you can play: see above.

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Finally, the big box above the DVD collection is a box full of “unlocks”. You aren’t supposed to open it, but I peeked inside real quick: it looks like a bunch of cards that will get unlocked as you play.

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The components are really nice, the art style is comic-booky and consistent, and the boxes all forbode that a lot of adventure coming! The cards are linen-finished and very nice. Overall, the components (those that I have seen: I suspect a lot more will be unlocked as we play) were very nice.

We’ll unbox the the Upgrade Kit in the Appendix if you want to see that.

Forteller

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Before I got too far, I made sure I got the Forteller App and the Kinfire Chronicles content.  I used Forteller in the Isofarian Guard Review (if you are wondering where that review is, I deleted the review after not liking the game but realizing I may have misplayed some of it), and I had kind of the same experience.  Using the Forteller app was suboptimal.

The app was not a good experience. It’s not a clear menu system, it’s not clear how to use the code (I got a free code with the Upgrade box), it’s not clear that you are currently downloading it.  After cursing at Forteller a few times, I finally got the content on my phone.

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And after all that … I forgot to use it in my first adventure!  After I finished my first playthrough, I went ahead and listened to what was in the app.  I think the app will augment the experience.  but I was annoyed that my user experience with the app was suboptimal.

Rulebook

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This game takes a different tact for teaching the rules: it teaches them “a little bit at a time”. The first rulebook, called Getting Started (from the Welcome Box) tells you how to set-up and get going.

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But it’s just a slice of the rules. This first rulebook is just about getting set-up:

It’s clear that more rules will come out when you open later of the DVD boxes.

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The rulebook gets a B+ on The Chair Test: it folds open well, is easy to read, and looks nice but the font is a little small for the rulebook.

This piecemeal approach for the rulebook seems to work for the game: rather than being inundated by tons of rules (I am looking at YOU Gloomhaven with a 56 page rulebook), this game does the Jaws of the Lion: Gloomhaven thing (see our review here) and slowly brings you into the game. I find this approach is a breath of fresh air, and not stressful! Sometimes knowing you will slowly be brought into a game takes some of the stress away: “we’ll learn it as we go”.

I wonder if that approach will make this game standout: I am already excited to play it again!

Character Set-Up

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This is a cooperative dungeon crawler game set in a fantasy universe. Each player takes the role of one of six pre-generated characters: see three of them above. Each character is a prototypical fantasy character: see the Bard, Archer, and Rogue above.

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Each player gets a box with their components.

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The back of the box describes some backstory as well as each character’s special power.

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Each box has a player mat (specific to that character), a deck of 18 cards, and a little acrylic standee.

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You end up having to assemble your character standee and the little hit points wheel. NOTE! Not all wheels are the same! Make sure you find the one for your character! (I got the wrong one for my characters at first).

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The hit point wheels are specific to the characters, as each character has different starting hit points to balance their powers (like the Magic User in AD&D had a 4-sided die for hit point dice and the Rogue had a 6-sided die for hit points).

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Don’t forget to take the plastic off the standees! They look much nicer!

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Notice how each mat describes the special abilities AND what you can do in a turn! Very nice!

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The cards are also nice linen-finished cards. They are very easy to read, even if they won’t win any awards for design: they are very functional.

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For my first game, I played with Roland and Valora.

Gameplay

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You might find this hard to believe, but this is a bag-pulling game. I can’t say YET if it’s a bag-building game just yet, as I don’t know if later boxes will have more tokens … but I strongly suspect this will be a bag-building game. Let’s just call it a bag-pulling game for now.

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There are a bunch of tokens that go in the bag: see above for all KNOWN tokens (seriously, I will bet you $10 that later Adventure boxes will have more tokens). But you don’t put all of them in the bag at the beginning:

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Each character has their own tokens: you only put (some of) your characters tokens in the bag. These tokens, when drawn, let you know its your turn!

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The rulebook has some nice pictures of what goes in the bag. The 1-12 will be events “probably bound” to the bad guy: so when those are drawn, the bad guy will act.

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In the first adventure, you see the Wyvern set-up: see above. If the token drawn matches the numbers, then the Wyvern goes, invoking the ability next to it (the Wyvern has three actions it can perform).

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The board really does document all the tokens fairly well: see the Combat Flow text above, marking all the tokens, what they do, and the remains going in the overflow.

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The only two bag tokens we didn’t discuss were the heart and the curse token: they cause time to advance. If the time advances 4 times, everything goes back into the bag and it resets!

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During combat, if you are really worried about losing, you can discard a Fate Tokens to draw 4 tokens from the bag and choose just the one you want. This one little mechanism seems a very thoughtful way to help you out of a jam.

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So, the tokens really control when players and monsters acts! When a Valora token is drawn, then Valora can act and can play an action card: see above. (Note: there are rules for always making sure you have at least one action card).

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An action card is labelled clearly with the word ACTION at the top: see above.

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Note that there are 3 types of action cards, color-coded as to the type of action: red, green, and blue.

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After you play your card, your compatriots can all play a single BOOST card to try and help you (this is a cooperative game after all). Each other player can play a single BOOST: note that you can NOT BOOST yourself I like this mechanism, as it clearly is designed to keep everyone involved as you play! Even though it’s “my action”, all my compatriots can BOOST my action!

The color is important, as you can only BOOST the same color. I suspect there are more complicated rules for BOOST coming as we play further…

First Adventure

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As I said before, the rules for the game come out piecemeal, so the intro to combat came in the first Adventure Box: The Road To Vinna.

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Oh, the intro to the first adventure was under the flap for the first box! I almost missed it because I am not used to important text being on the box itself!

Inside the box proper was a rulebook, some cardboard (with the Wyvern cardboard), and some cards.

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The little deck of cards in the Adventure Box controls the story. They tell you how to set-up the Bad Guy, the story, and what happens. See above for the set-up card.

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See above for some of the story: a little spoiler, so don’t read too close. I am just pointing out that the story unfolds from the cards.

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So, we set-up on map:

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Set-up the Wyvern:

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Set-up our two characters and our bag, and we’re off! Fighting the Wyvern! The cards from the Adventure Box control the story, and the Bag controls the combat.

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Incidentally, the acrylic standees from my pictures come from the Upgrade box: the base box has a cardboard standee.

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So, after several rounds of pretty quick combat, we defeated the Wyvern! Pretty easy and pretty quickly! I’d say the combat rules were pretty intuitive. I had a few questions over the combat, but I always seemed to find a clarification either on the board or in the rulebook in a few minutes. (Can I have multiple conditions on a Wyvern’s ability? Yes. How does Armor work? Do I have to discard all of them? No. Etc)

Solo Play

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So, thanks to Kinfire Chronicles to having solo play! (Yay for following Saunders’ Law): The rules do say it’s probably better to play Kinfire Chronicles with multiple people, but the solo player can take the role of two characters to proceed. And that’s what I did.

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It’s a little harder to play two characters, because there is a lot of info for each character: the action cards, the Lantern ability (which flips active when you have to redraw cards), and the Boost cards. So, when you draw a character token, you have to play one of their action cards THEN consult the other character to see what BOOST card to play (if any).

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It’s interesting that the main rule that makes this game really standout as a cooperative game (the BOOST cards played outside a player’s turn) actually detract a little from the solo game. It’s still a good mechanism, but it’s just a little more maintenance and context switching for the solo player.

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The game is a little of a table hog: see above as I set-up two characters to play a solo game.

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I will say that there the game flowed decently well, but that first play was rocky is just a few places. There could have slightly better directions on set-up, there could have been some better pictures of set-up, and a few tokens could have been labelled better. But I figured it out.

Cooperative Play

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I set out Kinfire Chronicles for my group: they seemed really excited to play. “We love the art! The game looks cool! Oh wait, it’s a campaign? Let’s finish our other campaigns first! We need to finish the Valor and Villany cooperative campaign first!!!” (We started the Valor and Villainy cooperative campaign a few months ago: recall that we talked about that here).

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That’s right, it’s a campaign over 21 adventures. There are so many campign games out there right now, that I wonder if that will be a detriment to this game? I liked this game cooperatively, and even tried to sell it to my group, but they made it clear they want to finish our current campaign!

What I Liked

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I really like the art: it has a comic-book vibe.

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I love the Acryclic Standees!! They look so cool! I think I like Acrylic Standees better than cardboard standees and plastic miniatures! Recall how great the acrylic standees looked in Tokyo Sidekick!

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I like the fact that you CAN buy the acrylic standees for all the monsters in the UPGRADE box!

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I like they the rules come out piecemeal: you don’t feel like you have to learn everything at once! You can just take in what you have so far. I think this really reduces the stress of learning the game.

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I really like the compnents: they all seem pretty high quality.

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I like that you can use forteller with this (even if the app could be better).

What I Didn’t Like

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I both like and don’t like that it’s a campaign game: this means this will require an investment by my players … which I currently don’t have! I am excited to play through the game, and I can’t until I get my group through Lludwick’s Labyrinth!

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Some of the boxes tore a little too easily. I think the Tab on outside of the box might be too much.

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Although it’s a cool engineering feat that the main board is the outside-the-box protector, but is that a good idea? I’d much rather have my box be a normal box (with the board inside) and not have to worry that I might damage the board if I stack it wrong.

My biggest concern is the token/bag system. I didn’t love it in Isofarian Guard. I think my main concern is that teh bag system feels like the order system in Aeon’s End, Adventure Tactics, and Astro Knights: the players have a possibility of being completely shutout for a number of turns in a row if you just draw many monster tokens in a row! And that’s not fun. We discussed this in detail in my blog entry for Seven House Rules for Cooperative Games. This bag system is my biggest concern. (And yes, I am aware there are the FATE tokens to help mitigate that: that does ease my concern a little). Will it be too random?

Conclusion

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I am cautiously optimistic that me and my group will like Kinfire Chronicles. My solo experience was good, but it’s interesting to me that the solo experience is actually a little tarnished by the BOOST system which I think will work great for cooperative play! I think this game will be more fun as a group, but it still works as a solo game pretty well.

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Even though there are a lot of campaign games out there, and Kinfire Chronicles is fighting to be a voice in that space, I think its piecemeal approach to doling out the rules slowly makes this very appealing as a campaign game: there’s no stress about learning 56 pages of rules! You just learn as you play: that maybe Kinfire Chronicles greatest strength!

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I really like what I’ve seen so far, I love the acrylic standees, I love the art, and everything looks great. If you have are interested in the game, I would recommend getting the UPGRADE Kit if you can: it really does make the game shine a little more. See our unboxing of that in the Appendix below.

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My only real concern is that the bag-pulling part will make the game too random for me. Luckily, there is the mitigation method with the FATE tokens, but that is still a limited resource. I am going to have to see how the game plays out once I have convinced my friends to embrace Kinfire Chronicles. I don’t think it will be a problem getting them to play: it’s just that there are too many campaign games and we have to finish those first!

Appendix: Unboxing The Upgrade Kit

The UPGRADEKit came with the Premium Collection Kickstarter pledge.

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You get 6 nice little mats for the 6 different characters:

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Each character has their own mat! The mats are nice because they tell you where to put the cards.

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What else is in here?

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See the beautiful sleeves for the cards! Seriously! These are great! On the order of the sleeves for Dice Throne!

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The only issue with he sleeves is that it feels like you shouldn’t sleeve your Lantern card (because it has a different back than your other cards.

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I get the forteller code!

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The best part of the UPGRADE box is the amazing number of acrylic standees you get for the monsters!

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YOu also get metal coins …

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A make-your-own Adventure and Monster Box .. (pretty cool)

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And a few other alternative art cards for the characters and a “secret” sealed envelope!!!

I am so glad I backed to get the UPGRADE Box. It’s worth it for Acrylic Standees, sleeves, and character mats. The other bits are just gravy.

RichieCon 2023 and Interesting Games Since Last Summer

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RichieCon 2023 was just this last weekend of July!  RichieCon is the gathering of friends of Richie in Tucson every year to play games! 

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The last few years were quite nice because the monsoons kept the temperature down.  Unfortunately, the monsoons weren’t quite as prevalent this year, and we had some 111 degree temperatures.  Luckily, we were all inside playing games!

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A few brave souls did enjoy the pool at RichieCon (there’s a kiddie pool and bigger pool)!

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We’ve done 6 RichieCons over the last 7 years (missing only one year due to CoVID).  See here for 2022 report and here for a 2021 report and here for a 2019 report and here for a 2018 report  (we didn’t do reports for the earliest years).

This year’s 2023 token glowed in the dark!  Did you know that 3D printing to flourescent material can wreck your print head?  I had to pay Max an extra $20 for a new print head!  Thanks for Josh for designing this year’s token and Max for printing it!

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You must have a RichieCon token to participate.

Prep

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Prep is a lot of work as we have to get the sodas, waters, and utensils! Thank goodness for CostCo!

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The other part of prep is getting games in boxes for people! Thank goodness for Sam and Teresa!

Preplay

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A lot of people come from out of town, so I try to go out of my way to special things with my out-of-town friends! See above as Lon (from Pittsburgh, PA), Kurt (from Las Cruces, NM), and Lexey (from Hayes, KS) play AquaGarden. Kurt is a big fan of this game .. And of Mike Delisio from the Dice Tower who introduced this game to him. I saw Kurt teaching this at least a few times over the next few days. People (except for me) seem to like it.

RichieCon House

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The Rec Center (where RichieCon proper happens) is only available for Saturday and Sunday, so this year we got a house as a venue for the out-of-towners to play games. And Ivan, Joe, and Jeremy (from Las Cruces, Las Cruces, and Denver resp.) all crashed there! This was a great decision, as it gave people and place to play games which was “lower stress” than RichieCon proper.

The house was quite nice, and the owners were very friendly. They even anticipated some of our needs!

Little plastic holders that allow you to eat Cheetos without touching them and the cards! Neat!

Set-Up At RichieCon Proper

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Recently, the Rec Center was renovated and the carpet was replaced with vinyl floor! WHile it looks great, we knew noise would be an issue (it had been in the past when it carpet, now it would only be worse!).

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To this end, we bought a some mats from CostCo (about $18 each) in hopes they would damped the noise. They did … a little. Currently, the Rec Center knows about the noise problem (we emailed them) and they will be working with an interior decorator to address the problem (curtains? Area rug? panels?). So, hopefully next RichieCon will be better!

But of course, the games were the most important! This was a selection from my collection of what “I thought people would like”. People also brought their own games.

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In general, the Rec Center looks nicer this year!

Games Of The Con

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There were some surprising and not-so-surprising games played!

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The first “official” game of the Con was Arkham Horror 2nd Edition! This game is a favorite in my game groups, and it makes my (admittedly outdated) Top 5 Cooperative Games of All Time!

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Indiana Jones and The Sand of Adventure was played! We reviewed that just a few weeks ago .. it seems ideal as a convention game!

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Ares Expedition was a pretty big hit (we reviewed it here)! I saw it played numerous times, using the 5 and 6 player expansion!

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Mystic Paths was a surprising hit! It was played many times!

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Earth was quite big! Kurt taught this many times and people seemed to love it!

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Fiesta De Los Muertos was also a surprising hit! This huge cooperative party game made this group laugh so many times! It also made out Top 10 Cooperative Party Games!

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We won a game of Pandemic: Hot Zone, a smaller game version of Pandemic from our Top 10 “Small” Cooperative Games.

I was the champion for Marvel United and both me and Jeremy and Alex played it, as well as me and Jon G! We love Marvel United here at Co-op Gestalt and have talked it about here and here and here and here.

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We got Return To Dark Tower played! This was a “What in the world is That?” Game as many many people stopped (asking that question) by as we played! It’s a cooperative game which won the BoardGameGeek 2022 award for best cooperative game and is a redo of the old Dark Tower game from 30-40 years ago!

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Flamecraft was also very popular! See our review of it here!

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A staple of every RichieCon has been Canvas (see above: we reviewed it here). I have seen this played at least three times every year for the past few years!

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Race To The Raft was quite popular! We literally just got this in (and reviewed it last week) and it was one of the more popular games of the Con!

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Summer Camp was a big hit: a light deck-building game with a cute theme seemed to get played a lot.

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Oh yes, many Dwarf games got played! The cooperative Renier Knizia Dwarf game Siege of Runedar was Sara’s most anticipated game for her brothers! (And we saw it reviewed here). We also saw Deep Rock Galactic (not pictured) played at least three times! It was quite the hit! See our review of that here!

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Another surprising game (which is a huge favorite of mine) was The Captain Is Dead! We love this game so much, it made our Top 10 Cooperative Space Games!

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Some people really got into Dune: Imperium!

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Oh ya, and we already mentioned Ares Expedition!

A few other games that seemed to get played a lot: Planted, Golem Edition Century Spice Road, and Illusion. These lighter games got played quite a bit!

Interesting Games Since Last Summer

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We used to do a Top 10 List at other RichieCons, but we decided to make something more “interactive” so the crowd could participate: we started this last year and continued that tradition this year.  This year, we asked 6 question about Board and Card Games we’ve played since the last year: this was “just an excuse” for us (as a group) to talk about Board Games!  So, me and Sam led a panel and posed the question to the crowds (with our own answers of course).

#6 What game from the last year surprised you the most?  Good or bad surprise?
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Richie: Race To The Raft: “I picked it up a fluke and just happened to adore this cooperative tile-placement game much more than I expected.  Race To The Raft is a good game!!  See out review here!!  I also got Isofarian Guard: I put 20 hours of gameplay into and just could not get into it.  I did a review which was tainted by misplay (so I took down the review) and I just ended up selling it.  I really thought I’d like Isofarian Guard and I just didn’t.”
 
Sam: Tie between Lost Ruins of Arnak and Co-Op: The Co-op game.
I was surprised (in a good way) by remembering how much fun they were when I played them
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#5 What game in the last year did you think the Dice Tower) is wrong on their rating?
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Richie: Lord of the Rings Adventure Book Game (see our review here). “I was surprised how low they gave this (6 and 7).  Me and all my game groups love this game and would give it an 8!  The complaints seemed frivolous.” My second pick was Sam’s pick (below).
 
Sam: Big Pig (see our review here)
“The Dice Tower rated it as a 6 (kind of meh) but I thought it was really fun. I’ll agree with their comments about the food pieces not really fitting on the board as something that could have been done better in the initial printing but it was still a really cute and fun cooperative game.” (And my game group agrees with Sam!)
 
Kurt: Sleeping Gods.  “The Dice Tower folk give it 9s and 10s and that has not been our experience: It was just a grind and I didn’t enjoy it.”   I tend to agree: see my review here.
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#4 What game (that you paid for) did you really dislike?  It’s easy to dislike games other people paid for, but what did you pay for that you disliked?
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Richie: Monster Pit (see our review here).  “Absolutely gorgeous components, stunning player aids, but the game is too random for how many rules it has.” 
 
Sam: Harry Potter: Death Eaters Rising
“Perhaps we were playing it wrong (not the first time we’ve done that) but I just found the dependence on the dice frustrating and it felt like I couldn’t roll well enough to actually do anything.”
 
 
#3 What game that came out in the last year that you liked but other’s didn’t?
Cover of the game (received as Kickstarter reward)
 
Richie: ApeQuest.  “Apequest has humor all over it, and I laughed while playing it.  It has a terrible rulebook and it is objectively probably not a good game.  But I still kinda liked it.”
 
Sam:  Welcome To…
I really enjoyed it and also liked the solo mode as an airplane activity. Others thought it was ok.
 
#2 What was your favorite expansion that came out in the last year?
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Richie: Cantaloop 3 (see our review here).  “I loved the point-and-click nature of this ridiculously funny series.  Cantaloop 1 was fantastic and 2 was pretty good, but Cantaloop 3 brought it home. It was funny and challenging!  It’s probably my favorite solo game of all time?”

Sam: Terraforming Mars: Ares Expedition: Crisis (see our review here)
“I really enjoyed how it made Ares Expedition cooperative. I liked coordinating as a group for which phases we would do and how we would go about mitigating the crisis. I enjoyed the cooperative corporation powers where we could help each other specialize some. I also liked that the crisis helped focus what to do or play out of all the great options I felt like I had and wanted to use but couldn’t do everything.
Also, the Dice Tower were wrong about this one too.”

Kurt: Terraforming Mars: Ares Expedition: Discovery and Foundations. “My group didn’t like Crisis, but we adored adding 5 and 6 players and the new tracks and all the new upgraded cards”
 
 
#1 What was your favorite game that came out in the last year?
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Richie: The Arkham Asylum Files: Panic in Gotham City.  See our review here. “I adored this Escape Room game with the augmented reality: it was fun and exhausting in a good way! The excitement was amazing … I kept saying ‘this is so cool! This is so cool’!”
 
Sam:  Valor & Villainy (with Lludwick’s Labyrinth co-op expansion:see our review here)
“I liked the rouge like dungeon crawling aspects of exploring, fighting monsters, finding treasure, having some story events. I also really liked how all the characters felt unique and different. I enjoyed the leveling up process and that we all collectively got more powerful every round but could choose how we individually wanted to do it.
 
Sam: A Close second: Race to the Raft:
“The puzzle-y nature of it and cooperation with player selected turn order really worked – if you had some really good cards that worked well together you could play multiple in a row and if you had cards that didn’t help with the path you could wait until the end and move a cat.”
 
Honorable mentions: Mists Over Carcassonne, Star Wars: the Clone Wars (a pandemic system game)”
 
Kurt: Earth? AquaGarden?
 

The Quintessential RichieCon Experince

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Rich Campbell wanted the quintessential RichieCon experience: play a game with Richie at RichieCon while playing a game Richie designed!  See above as Rich Campbell (not Richie), Mike, Lexey, Jake and myself play CO-OP: the co-op game.

It was unfortunate that we were not able to save the CO-OP: we were all groovy, but we were off by $1 at the very end! Ah well! It’s not a fun co-op if you win all the time!

Pictures

Conclusion

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Another year of RichieCon has come and gone. Thanks to everyone who came from out of town! Thanks to everyone who made it! Thanks for Josh and Max for making the RichieCon 2023 token! Thanks to Will F. who made the chocolate chip cookies!

I look forward to seeing everyone next year!

A Review of Race for the Raft: A Cooperative Tile-Laying Game … with Cats!

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Race To The Raft arrived at my door Monday, July 17th 2023: I know this date exactly because my friend Kurt reached out to me to ask: “Did you back this?” the day it arrived! I absolutely did back it! It was Kickstarter back in November 2022: see here. This arrival is fantastic because the Kickstarter promised delivery in September 2023, and here it is 2 months early! High five to Frank West!

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Race To The Raft is a cooperative tile-placement game for 1-4 players taking 40-60 minutes. Honestly, that time can be either way short or way too long: there are so many variables that will affect the length of the game, that length should be taken with a grain of salt.

Components and Gameplay

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Players work together to try to save the cats! Note that no one is playing a particular cat, you are just working together to save the group of cats! (Did you know a group of cats is called a clowder of cats?) So, save the clowder of cats!

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There is a giant fire on the island that the cats live on, so the players must move all the cats to the raft before the island fire consumes them! See above. All cats must be saved (collectively) to win the game!

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This is a tile-placement game: generally players play a tile (square cards, also called pathway tiles, see above) on their turn to try to make a path some some cats(s).

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On your turn, you will get three cards (six in a solo game), but you get to choose any three from the four piles. Note that each pile notates the “frequency” of path type! The amount of color on the back of the card denotes the distribution of color! For example, the circle deck (above) is likely (33%) to have a lot of red path, likely (33%) to have a lot of ocean path, less likely to have some desert and grass path (17%). The back of the card gives you the odds that your tiles will have certain path types! The circle deck has NO purple, so you know you wouldn’t want cards from this deck when you are trying to construct purple paths!

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The path colors are important because a cat can only traverse a path of its color: see above as the purple cat can take the purple path all the way to the raft!

If you do play a pathway tile on your turn, you must play a fire polyomino at the end of your turn! The cost of your setting a path is to spread the fire further! See the polyomino tile above.

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The bag you draw the fire tiles is surprisingly big! (Which is great: the Sub Terra II bag was a little too small for its tiles).

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This is also a limited communication game: you can only speak at certain times (basically when someone is NOT playing), but you can use certain tokens to “speak up” if needed:

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Playing the cat token (above) allows to say “Meow” at any time. More useful, playing the “green girl” token allows you to speak up even when you can’t normally talk. The “Meow” token is pretty funny, because usually you play it to indicate you are worried about a placement (either pathway tile or file polyomino) so you sound like a mad cat!

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The other action a player can do on their turn is to “move a cat” by discarding a card: see above as we moved the red cat to the raft.

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When you move a cat, you exhaust it it so it can’t move that turn (until everyone has played all their cards … if you really need to, you can move it again if you discard two cards). When you move a cat, you don’t immediately pull a fire polyomino: only after you have moved four cats …. so you can defer, at least for a few turns, the drawing of a fire polyomino by just moving a cat. Of course, you can’t win the game until all cats have moved to the raft!

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If, at any point, you can’t legally play a pathway card, you lose, or if you can’t play a fire tile legally to the map (because there’s no space), you lose.

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If all cats make it to the raft, you and your group win!

The components to this game are first rate: the cardboard is thick, the cards are linen-finished, the boards are colorful, the cats are cute! The components don’t quite fit back into the box very well: the huge bag of fire polynominos, while great for play, make it harder to close the lid!

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Rulebook

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So, I have the Kickstarter version which has three books. The rulebook, the campaign book, and the kickstarter pack book!

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The Kickstarter book just tells you what’s different from the base game: this is really great that they did this: this keeps the retail version clean, but gives the kickstarter backers a clear indication what’s special!

Basically, the plastic cats minis, the wooden tokens, and some special island boards are the special pieces for only the Kickstarter version. The special boards are used in campaigns found “only in” the Kickstarter book.

There is a campaign book: this describes many, many different layouts of the island and cats to save!

Wait, wait, this is a campaign game?” Not really? Campaign implies you have some state saved from a previous session/game. Strictly speaking, I guess your scoreifrom the previous game is the shared state, but even that’s a stretch. This is more of a scenario-based game: the campaign book (probably should be called Scenario Book ) shows configurations of the island, fire, and cats where you have to save the cats. It’s just the set-up for a “save the cats puzzle”. It’s pretty cool, as there are a lot of scenarios that get increasingly difficult.

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The rulebook proper is good, if not great. We’ll get to why it’s not great, but we’ll concentrate on why it is good first.

It has a nice intro up front: everything is a big and colorful and easy to read.  Right away, you kow what this game is.

 

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The components page describes and names the components well: see above.

The set-up is well described and presented:  It spans two pages in an easy-to-lay out book.  So easy to get going!

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I liked the rulebook, but I wish there were summary card. The limited communication rules, although reasonably well specified, have lots of weird starts and stops that really should have summarized on a summary card. See he cooperative mode below for more discussion of that.

Solo Play

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This game has a fantastic solo mode: Thank you for following Saunders’ Law!  The real difference is that the solo player gets six pathway cards (see above) at the start of their turn (rather than 3), but three they can see and three in standby (see below).

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After the solo plays a pathway card (moving a cat or placing a pathway tile on the board), they take one of the cards from standby.  Basically, the solo player will play six cards total in a round, with access to (at most) three at a time.

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I love this game solo! It presents a great little puzzle for the solo player. I am really glad I played it solo a bunch of times before I taught it to my friends, because I realized all the little spaces where I messed up the rules.

  • I am embarrassed how many games I played before I realized you have to draw fire polyomino every turn you place a pathway card!  “Gee, this game is easy!”  Ya, if you don’t draw fire!
  • Fire polyominos must be placed next to some other fire space
  • Pathway tiles can be placed ANYWHERE, as long it doesn’t cover fire, a cat, or overhang the main board.  That ANYWHERE qualifier reminds you to play more strategically and build paths backwards, and forwards (not just starting where a cat starts).

It’s not that this game is hard to learn/teach: on the contrary, the basics are very easy! The issue is that the rulebook needs just a few tweaks.

Choices

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What makes this game great (yes, I used the G word) is that you have so many choices! The player really feels like he/she has a lot of agency! There’s agency in so many places:

  • Playing Pathway cards: when you play the card, you can play it in any orientation and anywhere on the board (except for covering file,cats, or hanging).  This means you can choose to work on the path backwards or forwards or even in the middle!  And whatever orientation you want!  There’s so many places you can play!
  • Choosing Pathway cards: When you choose three cards for your hand, you can use information on the backs to inform your choices!  While we loved Mists Over Carcassonne, you could only take “some random tile” when it was your turn: by giving the player some frequency information (encoded in color strips), players have some choice/some agency!
  • Placing Fire Polyominos: When you place a fire polyomino, you block some moves on he map for your and your future comrades.   You get the choose, to a certain extent, what paths gets blocked!  
  • Moving Cats: Many times, you may move a cat to clear a section of the board for fire polyominos, sometime you move a cat because you have bad pathway cards, and you are trying to mitigate the fires, sometimes you need to move the cat twice … and you can!

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There is a delicious back and forth between trying to keep paths opens by where you play pathway tiles and where you DON’T play fire polyominos!  This tension makes you feel like everything you do matters.  And it does, it really does!  The third game, I realized I had hosed myself by placing a fire polyomino in such a way that it precluded any more pathway cards at the location!

The amount of choice in this game makes this game great. 

Cooperative Mode

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Cooperative mode worked well, and we had fun, but there were some issues.

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For one, there are “no communication” rules that seem a little draconian. Basically, players can talk all they want at certain times and can’t communicate at all during other times. The rules for “no communication“, although fairly well-specified in the rulebook, seem to have to starts and stops that really need to be denoted much better. I wish that there were a summary card which showed this is some graphical detail, or summarized when you can talk/can’t. We found ourselves “accidentally” cheatting because the “no communication” rules seem chaotically specified. I think there just needs to be a simplified overall rule that describes when you can talk.

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I think the “no communication” rules can be summarized more succinctly. Here’s my attempt:

Once any transaction has started (drawing cards, playing a tile, playing fire, moving a cat), all communication ceases until the transaction has ended. Players are allowed to communicate as much as they want outside those transactions.

I really think a summary card per player describing the “no communication” rules could help tremendously.

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Let’s be clear: the “no communication” rules keep the game moving so each player feels like they have agency on their turn to play their cards. Said another way, the “no communication” rules keep the Alpha Player at bay (much like King of Monster Island rules help keep the Alpha Player in check). My groups don’t tend to have that problem, but I do get why this rule is here.

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One other problem that came up during play is that you want to “try” your tiles on the board. However, the game does NOT allow you to fully share your pathway card info with other players: You are only allowed to share your card info fairly obliquely. “I have a lot of green” is fine, but “I have a straight-across green” is too much. So, imagine, it’s your turn: you can’t communicate, and you aren’t allowed to show what cards are in your hand. But, the best way to proceed sometimes it try rotating a few of your tiles and see how they actually fit on the board … in front of everybody … which means strictly speaking you are giving away info about your tiles to the other players! You really can’t do that, strictly speaking, but we did and I suspect most people will! It’s natural to want to try some tiles out!

I think this easy to get around: “If someone is trying tiles on the board, please look away so you don’t cheat and get extra information.” And I think this needs to be stated! I think everyone will want to try tiles. … I think if players feel like they can’t “try tiles on the board manually” (because a strict interpretation of the rules will preclude it), that will take away from their enjoyment of the game. This is easy to get around: just look away.

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One final thought, this is cooperative game. If you feel like the limited communication rules are stifling your cooperation, consider backing off. I am worried some people will hear the limited communication rules and say “No Thanks”, but I think they can still enjoy the game! I think the intent of the limited communication rules are to give each player agency and to avoid the Alpha Player. (I know the Communication tokens help this, but maybe that’s still too much for some people). I think as long as you obey the spirit of the limited communication, I think it’s okay to help each other out occasionally.

The entire purpose of a cooperative game is to play with your friends and have fun: if you need to relax the limited communication rules slightly, I think the game will still work great.

So Much Stuff

We haven’t really gotten into it, but there is even more stuff in the box! There is an advanced mode (which has Bad News cards), there are new rules for Rescuing Friends, Close to, Oshax, Symbol Objectives, and even more! If you think you might get tired of the base game, do not worry! There are tons of new things to add the game! It almost feels like teh base game comes with a bunch of expansions already baked it. Now, I haven’t played them yet, but knowing there are future refinement really make me think “I am not going to get tired of this game!”

Conclusion

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Race To The Raft is a great game! I think it might take the #1 spot on my Top 10 Cooperative Tile Placement Games! There are so many delicious choices ! Each player has so much agency in laying their tiles, fire polyominos, and cat movements that they feel engaged and relevant the entire game!

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When you win, it feels great! You saved the cats!

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I think the solo game absolutely fantastic and would give it a 9.0 or 9.5 out of 10. It was a fun puzzle, and there were so many levels of difficulty,I know it will have tons of replayability in the future as I get better and better. There is so much choice, I enjoyed every precious decision!

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The cooperative mode is good, but the limited communication rules might need some slight adjustments. A player summary card describing theses limited communication rules would go such a long way towards clearing some of that confusion. And there needs to be something said about physically trying tiles in front of everyone: “Just look away” seems the easiest response to keep the rules lawyers happy. Race To The Raft is still good cooperatively, but you might need to slightly adjust the limited communication rules to work well with your group: I am very worried strict interpretations of limited comms will make some people (who would really enjoy the game otherwise) turn away. I would give this 8/10 for cooperative mode.

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This is a great game. I loved it and it will absolutely make my Top 10 Cooperative Games of 2023. My only real complaint is that the game is in dire need of player summary cards with the gameflow, limited communications rules, and placement summaries. Maybe by the time you read this, there will be such a beast on Board Game Geek in the files section.

A Psuedo-Review of The Arkham Asylum Files: Panic in Gotham City

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The Arkham Asylum Files: Panic in Gotham City originally appeared on Kickstarter some time ago: July, 2022: see here. At the time, they were offering three games for about $350. Why were these games so much money? Because these games are augmented reality games! You physically set-up some components and then use a special app on your phone or iPad to look at the components … and it inserts “stuff” into the scene via the app. See below.

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In the example above, we built just a few buildings in Gotham City with the included components, but when you look at the city through the app, you see other buildings! Other features! There are inserted into the reality! So, your app becomes a view to the world of Gotham City.

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When the original Kickstarter for this game came out, I went back and forth as to whether I should support it. It looks fantastic, but it was a technology-based game on Kickstarter. Experience, mine and others, makes me very leery of any kind of Kickstarters with technology. Why? Typically, Kickstarters deliver late, delays make technology obsolete quickly, support for technology can dry up quickly after a Kickstarter, and technology Kickstarters typically are more expensive. In the end, there were too many reasons not to support it, so I didn’t back it, but instead I chose to see what would happen.

What Happened?

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So, Infinite Rabbit Holes did deliver a game! I saw it being referenced (early July 2023) on a few sites, and I thought to myself: “Oh, they did actually make a product! Let’s check it out!” So, for about $135, I ordered a copy of the game and had the game delivered to my house.

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For a game with a lot of augmented reality, it sure comes in a big box! See the Coke can for reference.

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This seem to be a shipping trend now, a box-in-a-box: the outer box takes the shipping damage, leaving the inner box less touched.

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What Is This?

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Panic In Gotham City is a cooperative Escape Room/Adventure game with 5-6 hours on content for 13+.

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The game bills itself as a “Mixed Reality Adventure” (see above), but it’s really an Escape Room over 6 hours (that’s right, 6 hours) that uses your app/ipad for augmented reality interactions.

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Before you blanche too much at the running time, you can save your game and come back to it. There are seven chapters to the game, so you can stop at any point at the end of a chapter and come back to it at a later time. It’s a very cooperative Escape Room game: players work together to solve crises in Gotham City,

How Do You Review This?

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How do you review something like this? You can’t talk about the plot too much because you don’t want to give away spoilers. You can’t talk about the puzzles of augmented reality too much because some of the best parts of the game were discovering the solutions and the augmented reality. The surprise is part of the fun!

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What we’ll do is give some snapshots into our gaming experience and show you what we saw: out of context, I don’t think these will be spoilers, but you can sense of the game. So, this is more a snapshot of our experience with the game.

Experience

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Four of us gathered one night, with the intent on playing all 6 hours of content over two sessions. We’d play the first 3 or 4 chapters, then leave the game set-up for next week. This was a commitment: we knew this would be a big game, but we were all up for it!

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The iPad drove the game: we would constantly set it up on top of the box to watch content and videos to move us to the next session. The introduction video makes it very clear you need a well-lit space and a lot of room to move around! We ended up getting rid of all our chairs and just standing around the table and box, frequently peering into the iPad.

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The intro video”suggests” you broadcast the video to a TV nearby so it’s easier to watch the videos and content. If you were to use a phone instead of an iPad, you should absolutely do that! There’s no way you should just play this game on a phone. You frequently stand around watching videos or other content, and a phone screen would be way too small. So, caveat emptor:

  • Play this on an iPad with a big screen so everyone can see OR
  • Play this with a phone broadcasting to a TV everyone can see

For all that is holy, I think just playing this on a phone would be a terrible idea!

Mixed Reality

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There really is a lot of physical real-world stuff in here. You end up making a city (which is one of the reasons you want to leave the game set-up for the next session: it’s too much work to put this away!)

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Like any Escape Room, there will be puzzles and clues hidden all over the augmented reality and components that come with the game.

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Physical Exertion

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One thing to be aware of: this game is actually physically challenging!  Like I said, you have to constantly rove around the board, so you are standing the whole time.  And you are holding the iPad up and looking at the board at weird angles: crouching, standing, extending, and other weird positions. I would pass the iPad to other people frequently, so they could all stay involved and so I could sit for a second!  We joked that the last time we had this much physical exertion was playing Dungeon Fighters (from out Top 10 Cooperative Dexterity Games)!  

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I joked that I was going to wear kneepads for the second session, and I probably should have.

A Few Caveats

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There are a few things to be aware of with this game.

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One: this is a game, that once you’ve played it, you won’t play it again because you have solved all the puzzles!  Luckily, you CAN reset the game!  I plan to reset it and give to Charlie and Allison, my Escape Room buddies.  Of course, I have found that if I wait a few years, I forget most of the puzzles and I can replay it again, but that’s up to you.

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Two: one of the reasons my friend Junkerman doesn’t like Escape Room games is because he feels that a few people take over the game.  While that can happen, it can be a little more pronounced with Panic in Gotham City because the player holding the iPad is controlling the action!  I think that’s why the game recommends you transmit the scene to a TV so everyone can see it easily.  To be clear, this “alpha player” issue did not happen in our game, but it could be more likely in this game unless you broadcast the scene to a local TV. Caveat Emptor.

Over Two Nights

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We ended playing over two nights, but we probably should have split it into three nights.  The game is quite challenging, both physically and mentally! Although we finished it in two nights, I think we might have enjoyed it more over three nights.

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Conclusion

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If you do the appropriate amount of planning, The Arkham Asylum Files: Panic in Gotham City can be one the best experiences of the year. Make sure have a big enough area to move around, make sure you allocate the proper amount of space, make sure you set-up in a place where you can leave the game over a few weeks (It really is 5-6 hours of content), and make sure you share the duty of holding the phone/Ipad for the city. And be ready for some physical activity!

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Having said all that, I think Akham Asylum Files: Panic in Gotham City is my contender for Game of the Year for 2023! As I was playing, I kept saying “This is so cool, this is so cool“. My friend Teresa described the experience as absolute joy. We really got into this game and enjoyed it immensely.

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Playing the game over two sessions was absolutely imperative (and maybe it should have been three).  I do think the first session left such a good impression (like 9.5/10) that the second session actually wasn’t quite as good (maybe 8.5/10). 

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If the price tag doesn’t scare you away (I paid $135), and you do some proper planning, I think this will be a fantastic experience overall for you: 9/10. I realize it’s a one-time experience, but it was so worth it.

Appendix

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You can reset the game: see above as Sam, Teresa, and Sara put the game BACK TOGETHER. It took about 20 minutes, but since the game is pretty expensive ($135), it’s good to know you can get a few more plays out of it.

I also plan to demo this at RichieCon this year. Stay Tuned! RichieCon is coming soon!

A Review of Comic Hunters

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Comic Hunters is a competitive drafting game for 1-4 players that’s currently only available in Brazil. Using this dark corner of the web called “Ebay”, I was able to secure a copy … paying way too much money. (I’d rather not say how much. Really. Please, stop asking. Just go look for yourself and see how much it is on Ebay).

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I was really interesting in this game because I collected comics in a former life, and I actually have some of the comics depicted in the game.

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To be clear: the cards depict actual Marvel comics covers! See above. In fact, I have all 10 of the comics above! Anyone who has been following Co-op Gestalt for any amount time knows how much we like Superheroes (see our Top 10 Cooperative Superhero Board and Cards Games)! So, Comic Hunters was a natural buy for us!

Sleeves

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This has been a bit of a journey for us.  Since the game was so expensive (please stop asking how much, allright?), we went ahead and got some matte sleeves for the game.  We found a list here on BoardGameGeek of sleeves that fit the game.  You need 135 sleeves: we went ahead and chose the Gamegenic sleeves for the game. See below.

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Over about 40 minutes one night, I sleeved all 135 cards.

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The sleeves seem very nice: they aren’t too shiny.

Portuguese

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Those of you paying attention might remember Comic Hunters is from Brazil … which means the game is mostly in Portuguese.  Luckily, the comic cards themselves are all language independent (with the original Marvel comic cover in English) : they have icons, so the cards don’t need anything special. See below.

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Most of the board is pretty iconic, with numbers and symbols. The only section that really sees Portuguese is the Round Tracker: see below.

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What does that mean? Luckily, it’s very easy to correlate the round with the drafting by just matching the text to the round description (to the left of the round marker): that picture shows an iconic reference for the four types of drafts in the game (see below).

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So, for most of the game, you can get by not knowing Portuguese … except for the rulebook. This is a fairly complicated game, and you can’t get by without an English translation of the rulebook. See the Portuguese rulebook below.

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Rulebook

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So, there is an official English translation of the rules on BoardGameGeek in the files section (in fact, there’s two of them!) They look almost exactly like the original rulebook, in graphic design and sectioning, but in English! See here.

For about $7, I went ahead and printed the rulebook in black and white at my local FedEx copy center.

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The rules work fine, although I did have to trim the edges manually to make it fit in the box. (I left the top part on for possibly stapling it later).

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For about another $24, FedEx was also able to make a much more professional color English copy, with a nice coil binding: see above.

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So, I have three copies of the rulebook: one color copy in Portuguese (the original), one B&W copy in English, and one color copy in English. See above. They all fit in the box.

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Why did I get a B&W copy as well? As it turns out, it takes a few days (potentially) to make the professional copy. I really wanted to play right away, so I had FedEx make the cheaper B&W to get me going. I think it will be an advantage to have multiple copies of the rulebook for this game: there are some quirky sections that will benefit from multiple rulebook copies.

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The rulebook gets about a B or B+ on the Chair Test: It opens up nicely and looks great, and fits on the chair next to me and it fits in the original box. The only problem is that the font is just a little small.

Overview

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In Comic Hunters, thematically you are trying to collect a certain set of comics to get the best collection! There are eight main Marvel superheroes you are tracking: Captain America, Black Panther, Black Widow, Dr. Strange, Hulk, SIron Man, Spider Man, and Thor.

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Mechanically, this is a drafting game with cards (like Seven Wonders or Sushi Go), but with four very different kinds of drafting: to win, you need the most victory points at the end of the game.

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You can see the Seven Wonders-like scoring pad that comes with the game, but it’s all in Portuguese. I just used a 3×5 index card to emulate the scoring pad. (I think BoardGameGeek has more official English scoring pads, but I didn’t really need them).

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Scoring

There are several competing scoring criteria for your comic collection: Size, Variety, Highlights, and Secret Stash.

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For Size, you consult the board (above), and it tells you how many victory points you get for each collection (For example:5 Dr. Strange comics will score you 12 points). See above.

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For Variety, the number of hero collections you have gets you points. If you have just Spider Man, Dr. Strange, and Iron Man comics in your collection, you would only get 5 Victory Points. (You have no variety, man!). You need at least 3 comics of that hero to count against Variety. See above.

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For Highlights, you check the board to see how icons you match (See above). For example, If you have the most Number One issues, you would get 15 Victory Points! There’s New Look, First Appearance, Special Edition, Epic Battle, and Number One. There’s only three highlights in play per game.

Finally, for Secret Stash, you just score the number of points on that chart (see above).

Drafting

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Like Seven Wonders, this is a victory point drafting game. Like Seven Wonders, there are three rounds (Ages) to the game. Like Seven Wonders, there is scoring at the endgame to find who the winner is. But the drafting has some big differences from Seven Wonders!

First of all, there are 3 drafts per round, notated by the Itinierario! And four very different types of drafts!

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The first draft (Loja or Store) is the most like Seven Wonders: each player gets 4 cards from Era 1 comics, chooses 1 to keep, then passes the rest to the left/right (depending on the round). By the time you are done with this draft, everyone should have 4 comic cards!

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The next type of draft is Sebo or Flea Market!  Players set-up n rows (where n is the number of players) with a starting card.  See below for a 3-player start! On your turn, you can either add a new card to any row OR take a row!  

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Here, you are trying to balance when a row is great! If you take a row too early, you get fewer cards.  If you take it too late, someone else may get the row you want!

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Convencao, or Convention is when you set up a large 5×5 grid of comics and take either a row or column (after being allowed to move one card). Each player gets two chances to take a row or column.

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The final Drafting type is Site De Leilao or Auction Website. It’s basically just an auction using the secret stash counter as money.

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In the auction, there are some asymmetric rows put out (depending on the number of players). For the solo player, only two rows are put out: one row with 3 comics and one row with four comics. Winners gets the row of choice.

Avengers Assemble!  Collection! 

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At the end of each round (after 3 drafts), you take your comics and figure out which ones to actually buy: This is Organizar Colecao or Assemble Collection part of the round. The comics you acquired over the round (over the 3 drafts) become either money (to buy other comics) or comics to keep (which must be bought with other comics).

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The Market Value of each comic (its sale price or buy price) is the Era it comes from: recent comics are Era 1 (worth 1), 80s-90s comics are Era 2 (worth 2), and silver age comics are Era 3 (worth 3). This info is on the back of the cards as well as the front.

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This is where you are trying to make collections of your comics, keeping in mind the scoring conditions at the end of the game. You also have to make brutal decisions on what comics you have to sell to keep the ones you really wants! Cards that are sold go to the Convention deck and players keep the bought ones. (You can also move comics you already from previous rounds between collections).

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After three rounds, players add up victory points and the most points win!

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Solo Game

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Even though Comic Hunters is competitive, it does have a solo mode, which is why we feel justified talking about this here in our cooperative blog. We can always play any game with a solo mode cooperatively like we did with Eila and Soomething Shiny (see here), Flamecraft (see here), and Canvas (see here): just play the solo mode as a group.

In the solo mode, you play against Jeeves (the Avenger’s butler). As you play, basically Jeeves tends to get the comics you DO NOT get, but he does’t have to pay for him! As you play, you try to get the best comics for yourself as well as trying to limit Jeeves’ options.

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You collect comics are normal… see above …

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And Jeeves gets your leftovers! See above.

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Although the game flows the same, the rules for draft are altered in order to compensate for the solo player and Jeeves. So, there is an entire section to the rulebook about how each of the drafts changes to deal with Jeeves. It’s more complicated than you might expect, even if you know the base game. I found I had to re-read the rules a number of times in solo mode to get the nuanced differences.

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The solo game is fun! I have played it a number of times and it took a while to get it! What’s cool about the solo mode is keeping track of three things: which cards you buy, which cards Jeeves gets, and which cards go to the Convention deck! Some of the cards you don’t acquire go to the Convention deck, which means you may still see it again! As you try to limit Jeeves’ options, you may decide to discard certain cards to the Convention deck so you can see them again! That little twist, of comics going to the Convention deck (so they can reappear in later rounds), makes the solo mode that much more interesting. I think that helped elevate the game for me.

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The major flaw of the solo game is simply that the rules had to be readjusted fairly heavily to accommodate solo play. Even if you know the base game, it’s still quite a bit of work to get into the solo game.

But the solo game is fun.

Cooperative Mode

I wish this game had a cooperative mode.  Like I said, we can always play this cooperatively by simply playing the solo mode as a cooperative group, but I feel like this game deserves a really good cooperative mode: It’s really great.

UPDATE: We put our money where our mouths were and made a cooperative version of the game.  See here!

Coming To America?

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Part of the reason I picked this up is that it’s not clear if Comic Hunters will ever come to the USA in its current form. For licensing reasons, it’s unclear whether an American company could get the rights to all the Marvel comics covers.  There have been whispers that some company may bring it to the USA in 2024, but it’s unclear if the game will have to be re-themed (for licensing reasons) with different artwork.  See this BoardGameGeek thread here for more details.

Conclusion

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Am I glad I spent way too much money on this game?   Yes!  The art is phenomenal (well, it does contain some of my favorite Marvel comics covers) and the gameplay is really different and original.  I am enjoying the solo mode quite a bit: there’s quite a few interesting ideas, and I just love living in this world of Marvel Comic Hunters: 8/10.  If you think you would love this world, give it a try:  I know that many conventions have a copy of this game in their game library (Dice Tower) to try.  We’ll also have it out at RichieCon-7 this year for people to try.

If someone had showed me Comic Hunters before Seven Wonders, I don’t think I would have ever played Seven Wonders, but I suppose Seven Wonders and Sushi Go did have to pave the way for drafting games to be popular before this could flourish.

I just wish this game had a good cooperative mode.

Top 10 Cooperative Tile-Placement/Tile-Laying Games

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What’s a tile? Does a tile have to be a thick square piece of plastic? How about a thick piece of cardboard? How thick does a piece of cardboard have to be in order to classify as a tile? Can just a playing card be a tile? Our answer: A piece is a tile if it’s used like a tile in a tile-placement game. Although this definition sounds specious, it represents the reality that there are a lot of tile-laying or tile-placement games that use cards as tiles rather than piece of thick plastic/cardboard. It’s a tile if it’s used as tile and its placement matters! Below is our top 10 list of cooperative tile-placement or tile-laying games.

Now, there are some cooperative games that have tile-placement in them as a minor mechanic (such as Robinson Crusoe), but to be on this list, the game has to have tile-placement as a main mechanism in the game.

A Thought Experiment: Mechanical Beast

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At first, it looks like Mechanical Beast might be a pure tile-placement game, but as you play/explore, you realize you get no choices when placing tiles! You have to place the top tile on the space you explored, without even the option of rotating the way you want! (You have to place the tile along the arrow).

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What makes this an interesting spin on tile-placement is that, even though you have no choice on tiles when they come out, you can later rotate one or many tiles using the gear mechanism! This gives you some choice in the topology of your tile grid. Mechanical Beast is weird, and while not strictly speaking a tile-placement game, it kinda looks-and-feels like a tile-placement game once you get into it. Strictly speaking though, you have no choice when you place a tile: its orientation and placement is set, and so we don’t consider this a tile placement/tile laying game. (Arguably, you have choice as which room you build from, so you can influence topology, but it’s not quite enough choice).

The main point of this discussion of Mechanical Beast: for all of The Top 10 Cooperative Tile Placement Games, players have some choices when they place a tile (orientation, placement, side, topology, etc) and those choices makes a difference in the game. Some games will, of course, have more choice than others: in general, the higher a game is on this list, the more choice you have in your tile placement!

10. Chainsomnia

Solo Game:  Yes (but must play 3 characters)
Players: 1-4
Time: 40-60 Minutes
Tiles: square medium-thick cardboard

Chainsomnia is #10 on this list because there’s probably the least choice in tile placement: when you explore, you must place a tile legally connected to the room you are in, but you do get choice in orientation which entrances connect (as well as the topology, as you control which room you explore from).

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As you play, you have get all tiles out to expose the exit: players only win if at least one player makes it to the exit and all nightmares are discarded!  

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This is a cute and lighter cooperative tile-placement game, where the topology does matter because you have to make sure to keep a way to the exit open as you explore, but still manage to keep the nightmares under control!

9. Cities: Skyline

Solo Game:  Yes
Players: 1-4
Time: 40-70 Minutes
Tiles: polyomino cardboard tiles, medium thickness

Cities: Skylines is based on a video game.  In this board game adaptation, players cooperatively execute urban planning for a city (this is a city-building game after all).  

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What makes this is a little different than other tile placement games on this list is the tiles do have slightly different shapes!  We did not necessarily specify that the tiles all had to be the same shape, and in this case they are not!  (Unfortunately, at the time of this writing, there probably are NOT that many cooperative polyomino games!)

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This is a fun, but more complicated tile placement game where tile placement absolutely matters!

8. Forgotten Depths

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Solo Game:  Yes (you can play from 1 to 3 characters)
Players: 1-3
Time: 60 Minutes
Tiles: square cards

Forgotten Depths is a dungeon crawler game where the tiles come out as you explore the dungeon.  This is still a dungeon-crawling adventure game, but the tile placement is a main mechanic that influences the shape of your adventure.  When you draw and place tiles (Map Tiles), there are a few rules you have to follow (“All edges of the new Map Tile must match the edges of all the tiles they’ll touch”), but in general you have some choices as you place tiles.  You’ll want to try to create Legendary Locations to provide XP and cool story elements, you’ll want to put the campfire close enough, you’ll want to make sure monsters, doors, chests, are close enough/far away.   

You have three different “ecologies” you play through, so there’s quite a bit of variety.

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The choices you make when placing the tiles in your dungeon have an effect on how your game unfolds.  It’s pretty fun: the tile-placement is more about how you want your adventure to run than “scoring points”, but it’s a main and important mechanism in the game.

7. Sub Terra/Sub Terra II

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Solo Game:  Yes (but must play 3 characters)
Players: 1-6
Time: 60-75 Minutes
Tiles: square medium-thick cardboard

Sub Terra and Sub Terra II are lower on the list … not because they aren’t great games, but because the amount of choice in tile-placement is less pronounced.  Certain powers allow the players some choice in choosing tiles that come out  (The Scout in Sub Terra or The Archaeologist, The Aristocrat, or The Foreman in Sub Terra II), players can also have some choice in orientation of tiles (as long it’s legal) that come out, and basic actions allow the players to reveal a tile before moving on them, but the amount of tile choice is a little more limited: generally, most players take the top tile and place it where they are going.  

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Having said that, both of these still feels like tile-placement games, as you play tiles in the play area!  Sub Terra II definitely feels more like tile-placement, because the shape of your exploration (where you explore) helps influence where the final Artifact shows up!  Both of these are great cooperative games: I would give the nod to Sub Terra II as it has a little more true tile-placement, but Sub Terra is still a great game and has that tile-placement feel.  Take a look at our review here of Sub Terra II to see if it’s something you might enjoy!

6. Escape: Curse of the Temple

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Solo Game: yes
Players: 1-5
Time: “realtime” (really, that’s what the box says)
Tiles: larger, heavy thickness tiles

Escape: The Curse of the Temple is probably the odd duck on this list: it’s a real-time dice-chucking cooperative game about exploring a temple as fast as you can!  Your tile-placement choices seem less consequential, but they are absolutely vital!  You need to explore quickly, placing tiles! You can only place tiles (“discover a chamber”) from your current tile, but you can choose how it connects via orientation.

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All this exploration is happening in real-time, so the dungeon is being explored by everyone as they play.  You need to be talking as you explore and keep some players under control: “Don’t explore too far that way or you’ll make it too hard to get to you if you get trapped!!”

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The topology matters in this game!  If you explore too far along a long corridor, you may isolate yourself or the exit from the rest of the team!  So, where you explore (as you are crazily rolling dice) really does matter.   So, it may seem like a quirky choice, but the tile-placement choices  (the speed of choice, the collaboration of choice, the choice of orientation of the tile) do matter in this game.  And it’s really fun!

5. Dead Men Tell No Tales

Solo Game: no
Players: 2-5
Time: 60-75 Minutes
Tiles: medium sized, medium thickness tiles

Dead Men Tell No Tales is a favorite in my game groups: I got two copies when the original Kickstarter went up, giving one away as a birthday present.  Players each take the role of a pirate (with special abilities), and players work together to loot a pirate ship before it explodes!  It’s not real-time (although it sounds like it might be)!  

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There’s a lot going on here, but the tile placement is essential to the game: every turn, one player must draw a tile and place it legally somewhere on the pirate ship that’s exploding!  Not only does the topology matter, but things like where treasure, monsters, and Fire Dice placed also matter! 

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Where and how you place the tile on the soon-to-be-exploding pirate ship matters a great deal!  This doesn’t, at first, look like a tile-placement game, but it absolutely is.

4. Castellion

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Solo Game: yes
Players: 1-2 (although it’s easy to have 3 or 4 people playing cooperatively as a unit)
Time: 60 Minutes
Tiles: smaller, medium thickness tiles

Castellion is a game in the Oniverse line of games, and it is all about laying tiles!  Players have to place tiles on a board with shapes and colors on the tiles affecting how tiles can and can’t be placed.

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There are some really interesting decisions when you place your tiles.  We ended up expanding the player count to 3 easily: we all just work together make the decisions as a single player would and deciding how to play the tiles. 

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This is a pure tile-laying that was challenging and fun!  The typical arc of our gameplays would be to lose the game but then want to play immediately to try again!  It is quite fun and challenging!

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3. Tranquility

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Solo Game:  Yes (slight variation, main game is cooperative with multiple players)
Players: 1-5 
Time: 20 Minutes
Tiles: square cards

The joke is that Tranquility is not tranquil at at! It’s all about placing cards in a 6×6 grid so that the numbers are strictly increasing .. and it can be very stressful how/when to place your cards! The cards are numbered from 1-80, and when you place a cards, you have to place it such that it is in increasing order … but if you place next to another card, you must discard cards of the difference between the two numbers.

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If you ever run out of cards or can’t play a card in order, you lose!  This is also a hidden information game: you are not allowed to talk to your fellow players as you play.

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This is a surprisingly fun small game, with lots of interesting decisions about where to place cards.  Although there’s no real theme here (it’s just a tile/card placement game), the sailing ship and cute art really enhances the game.

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2. Sprawlopolis/Agropolis/Naturopolis

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Solo Game:  Yes (generally, this is regarded as a solo game, with cooperative rules tacked-on)
Players: 1-5 
Time: 35 Minutes
Tiles: poker-sized playing cards … just plain cards

We love all three of these tiny 18-card button shy games!  Each one has a slightly different theme (build a city in Sprawlopolis, build in a rural environment with Agropolis, or a natural environment in Naturopolis), but they all work essentially the same way! 

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Players choose 3 of the 18 cards as scoring conditions (see above), then players use the rest o the 15 cards to score the best they can! One of the reasons this game is so high on our list is how much agency you get in the game for laying your tiles!  Players get 3 cards per turn, choose one, and can place it anywhere on the board (over cards, next to, above, with a few restrictions) with one of two orientations! The amount of choices and agency is why it is also so high on our Top 10 “Small” Cooperative Games list!  See also our review of Agropolis here.

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1. Mists Over Carcassonne

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Solo Game:  Yes (easy to do: just take 3 meeples in each of 4 different colors and play normally)
Players: 1-5 
Time: 35 Minutes
Tiles: square light-thick cardboard

Mists Over Carcassonne is the tile-laying game that inspired this list! Each tile, when lain, has so many juicy decisions: Do I try to set-up scoring opportunities for my fellow players? Do I mitigate ghosts? Do I score? Can I do many of these things at once? It’s also so interesting how the tile itself is both the good news and bad news!

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The solo game is a wonderful little 35 minute puzzle, with 6 levels of difficulty to keep the player engaged. The cooperative game seems to inspire so many discussions! Even the Alpha Player is kept at bay, at least a little, as each player owns the tile he/she places. Mists Over Carcassonne is a fantastic, easy-to-teach, quick-to-set-up, simple but deep game that works great as a solo game and a cooperative game (and a competitive expansion for the base game to boot)! Mists Over Carcassonne was also a nominee for the best cooperative game in the 17th Annual Golden Geek Awards!