
I freely admit that The Secrets of Zorro board game kinda sat around my house unplayed for a while. I got it from Kickstarter, about 3 or so months ago … but it didn’t look great. I mean, I did back it and I did pay real money for it (as I always do)! So, I uncovered it one game day, and said, “Hey, let’s try this: I hope it doesn’t suck.”

The Secrets of Zorro is a cooperative worker placement and boss-battler game for 1-4 players. It obviously lives smack dab in the middle in the Zorro universe … the Zorroverse? That’s right! Cooperative worker placement? Boss-battler? Zorroverse?

Let’s take a look!
Unboxing and Gameplay

Each player assumes the role of one of the children of Zorro! The “real” Zorro has died, and it’s up to his children to assume the mantle of their father! They will fight for justice together! (There are no special asymmetric powers, you are just kids of Zorro!)

To fight for justice, you must defeat the evil Governor who is destroying the town! This is a Boss-Battler after all! See above! We tended to refer to bad guy as the Governator (with thick Arnold accent), because this village is in California after all….

As part of the worker placement system, each player gets 3 worker placement tokens (only 2 at certain player counts).

The tokens are placed around the village, doing different things at each Location! See above as the tokens go on the black spots!

The function of each Location in the village is outlined in the rulebook (see above), but basically you can go to the Tavern to see “what’s going on” with the soldiers in town, you can go buy some cool new gear, you can heal yourself at the doctor, you can work the fields to get some money, and you can bribe some guards at the Citadel to get more info about the solider’s movement!

And last but not least, you can explore your father’s Secret cave to find some of his old stuff! See above! (Dad has some GREAT STUFF!)

As a cooperative worker placement game, the group decides “together” the order in which to play and activate the locations! That’s right! Player Selected Turn Order permeates this game! (See here for more discussion of Player Selected Turn Order). Players work together to figure out the best locations to populate as a group!

It’s important to go to the Market, The Tavern and other places around town because you NEED to reveal the Green cards (above)! These cards contains “soldier movements” in the night, and will indicate how the soldiers will be doing bad stuff!

In the night phase, the Soldiers will go to the “outskirts of town” doing dastardly deeds for the Governator! See above! Players, as the kids of Zorro, need to keep the soldiers in check! If you don’t “deal” (ie., fight) with the Small Gold Convoy above (on the West side of town), they will cause the Governor’s plan to advance by 2! (The red +2). If you defeat the soldiers, you get 2 gold (the green +2) instead.

Players must choose where to go at night! Sure, you are fighting cooperatively, but you only have limited resources, so the more you know about the soldiers movements (see above: we have three soldier groups going to the north), the better you can spread out to combat the governor’s forces! In the day, you have to balance upgrading your kid of Zorro (buying new stuff, adding advantages, looting your Dad’s cave) with tracking the soldier movements (by bribing soldiers, drinking with some locals, or hanging out with the merchant!) It’s actually quite thematic: you gotta hang out in town to get intelligence!

The fighting system is simple but interesting! The players, as a group, get to choose how to attack, and in what order! (Again, more Player Selected Turn Order!) Each kid of Zorro has 5 such combat cards, 1 of each above. There are whip attacks (which can hit multiple soldiers), horse tramples, and some sword attacks! They all feel very thematic! See above!

As you play, you can get more stuff to help you: Tornado (by far the best card in the game, coming from your Dad’s Secret cave) augments your Horse Charge AND allows you to be in two places at once during the night! You can also buy gear like the Black Costume above (for 3 gold) from the Merchant!!

Once you decide to fight, you dedicate some of your fighting cards (in whatever order you please) to fighting the soldiers! The Small Gold Convoy got two Strong Soldiers! Gulp!

Luckily, Tornado and the Horse Charge can take one of them down in a single hit! See above! You do have to fight the soldiers left to right …

Basically, you alternate day (worker placement) and night (battle soldiers) until you exhaust all the soldiers in the citadel and force the Governator into a final fight! The better you do at keeping the soldiers (in the night phase) in check, the fewer the Governator will have in the final battle!

If you can beat the line of solider protecting the Governator and take him out (see above), you win! If you take too long or lose too many battles with solider at night, you lose!

It’s worth noting the wound mechanism is simple and clever; if you ever lose a fight, you have to place one of your fight cards in the wound section of your character, and you can’t get it back until you heal or see a doctor (normally, you get all your fight cards back every night).
Rulebook

I didn’t love this rulebook. It was missing some rules, and it could have been better in a few sections. But because this is a very thematic game, some of the missing rules you can easily extrapolate. For example: Where do the soldiers go if players lose a combat? I had trouble finding the rule, but it seems thematic that they go back to the Garrison. The lack of clarity in some rules wasn’t a deal-breaker (like it was in Corps of Discovery from a few weeks ago) because this game is pretty darn thematic!

The rulebook gets about a B- on the Chair Test. It can work on the chair next to me, as it stays open, but it could be slightly smaller and have a slightly bigger font. B- is still pretty good.

The Components list made me grumpy (see top of page) because there were no pictures! In fact, I had to count cards to make sure I understood what each type of card was! That’s not ideal.

The Set-Up (above) did help answer a lot of questions, and it even had a nice picture with the correlating instructions on the opposite page! So, that helped alleviate some of the component issues.

The rules were okay. A few might have been clearer, but it taught the game. See more pictures above.

The picture (above) with list of actions at each Location was pivotal to playing the game!

Except for one major rule omission, the rule book was good enough. We moved forward with only a little bit of grumbling. It taught the game well enough. Let’s move on.
Solo Play

So, congratulations to The Secrets of Zorro for following Saunders’ Law and having solo rules!

The solo mode is a true solo mode where the solo player inhabits a single kid of Zorro.

Theres not too many changes for solo play: For balance purposes, the solo character gets 10 combat cards (see above) instead of the 5 or so.

The solo player actually gets 6 worker placement tokens (see above for 3 of blue and 3 of green).

And when going out of town during the night phase, the solo player can go to TWO outskirts places by himself.

Other than that, the game pretty is the same as the cooperative game. In this case, the solo player is just operating a lot of workers and combats by himself!

The solo game works pretty well to teach the game: after one game, I felt like I had most of the rules down. It was also pretty fun. I could see playing solo again. It was also pretty quick: the game box says the game takes 45-60 minutes and that is pretty accurate! The game’s mechanism are straight forward, and as the solo player, I had lots of choices! It’s easy to learn.
Cooperative Play

Even though the solo mode was fun enough, the game really shines as a cooperative game! Over two weeks, the game came out numerous times! By request! Once as a 3-Player game with me, Teresa, and Andrew (see above) …

… and once as a 4-Player game with me, Sara, Teresa, and Andrew!

The Player Selected Turn Order really keeps everyone involved all the time! During the day phase, players have to decide when and where to place their tokens! Then during the night phase (when you fight the soldiers), that same Player Selected Turn Order is still in force as players decide the order in which they attack! It made everyone feel involved and active!

In fact, as the Kids of Zorro working together, a little bit of role-play even emerged!
“Hey Sis, can you help me fight to the North?
“Okay, Bro, but you owe me! Dad always liked you best!”

It was actually a little surprising that the role-play emerged! I wasn’t expecting it! But, as Kids of Zorro, we all felt kinda connected! That role-play was a major benefit I did not see when playing solo! That extra little silliness really ratcheted-up the cooperation!

This is not a heavy, plodding game: it has a light air to it, and was much more fun than I expected!
“Where Do You Think YOU’RE Going, Señor Beaver?”

A very very long time ago, when I was a kid in the 1980s, the same 10 or so movies showed on HBO all the time. There was one such Zorro movie that me and my friends watched and quoted quite a bit! My friend’s CC and John watched the movie a lot more than I did, but one of the lines from the movie still gets quoted today: “Where do you think YOU’RE going, Señor Beaver?”

I had to ask my friend CC: “Um what was that movie you and John always quoted?” It was Zorro: The Gay Blade starring George Hamilton. It was a silly movie according to CC! It was a fun romp … it was funny and a little silly, but still had lots of action and great sword play! Just like you want from a Zorro movie!! I bring up that movie because, somehow, the spirit of that movie seems to shine through this game! This is a light game, but still enough interesting decisions and cool combat with swordplay, whips, and horses! You fight bad soldiers to take out the Governator! But it’s fun! Not too heavy!
And no, I’m not going to tell you the context of the quote. You have to watch the movie to find out for yourself.
House Rules

This game is really fun, but it needs some house rules. The thing is, they are all thematic and make the game more cooperative and more fun!

1) First of all, there is no trading! See rules blurb above. I get that it might be for balance, but it makes the game feel like “you just get what you get, you have no choice“: And that’s not fun. It really came home to us how ANTI-THEMATIC this “no-trading” rule was when I was wounded and needed a gold to heal myself.
“Hey Sis, can I have a gold? I really need to go to the doctor!”
“NO! I cant give you one!”
“But we all live in Dad’s house at the end of the day and come home to each other … you can’t give your wounded brother a single gold to help him heal?”
“NO! Go work in the fields and get your own gold!”
We assume (maybe wrongly) that we all go back to Dad’s house at the end of the day. It seems like we should be able to share at least gold and equipment at the end of the day (I get that Advantage cards can’t be shared) because we all sleep in the same house? Like I said, add some trading at the end of the day makes the game feel more fun and more engaging and more strategic (as you feel like you don’t get STUCK with something).

2) Ride to other Outskirts! The Horse Charge is the best base attack in the game! But it seems very thematic that if you discard the Horse Charge during the night phase, you can ride to another “outskirts” Location and help your brothers and sisters!!! The fact that Tornado already allows something like this speaks to this rule. It’s not too damaging to balance, as it’s the best base attack in the game!
It was our experience that both of these house rules made the game more fun, more thematic, and more cooperative!
Things I Liked
The Secrets of Zorro was: Easy to learn. Easy to teach. It had reasonably quick games. The art on the cards was really nice. I loved how the Player Selected Turn Order permeated the game in both worker placement and combat. I was surprised and delighted by how much role-play emerged in the cooperative game! The game was very cooperative and engaging at all times!
Things I Didn’t Like

I love the art in the game, but I don’t love this cover. There’s some great art in here and I feel like the “attract mode” of the cover might cause some people to pass it over. Don’t! It’s a fun little game!
The rulebook could use a little sprucing up (better back cover, a few rules need to be clarified or elaborated, components description page needs to be much better).
Overall Reactions

We all liked this game enough to play it two weeks in a row!
Andrew: solid gameplay, 6.5 or 7. Probably 7 with house rules.
Sara: 7?
Teresa: 7? 7.5?
Rich: 6.5 or 7 for solo game. 7.5 for cooperative game, 8 with house rules.
I think the only reason it didn’t get a higher score was that it is still pretty light and doesn’t have tons of replayability (they do, however, have an expansion which helps with some of that). This was a keeper for my group: Probably 7.5/10 overall.
Conclusion

I didn’t expect to really like The Secrets of Zorro, but I really did, as did my group! The cooperative experience was really engaging because of the Player Selected Turn Order and the role-play that emerged from being the kids of Zorro!
We have a few house rules to suggest that make the game more fun (making it about a 7.5/10), but even the base game was still a 7/10! The Secrets of Zorro was fun, quick to teach, quick to play, and a fun experience fighting for Justice!

Just don’t accidentally pronounce Zorro like Tsuro with your friends!! For a few minutes, Andrew was confused why we were fighting bad guys in the Tsuro game???




































































