Top 10 Cooperative Board and Card Game Expansions of 2025!

Welcome to the end of 2025!  There were some great games that came out, but also some great expansions that really contributed to the world of cooperative games!  As usual, we qualify our expansions are one of three types:

  1. Stand-Alone Expansion: Some games you thought might be on the Top 10 Cooperative Board and Card Games of 2025 might have just ended up on this list because they are stand-alone games that can be played without a base game, but at the end of the day they also expand a base game!
  2. Makes The Game Cooperative: Some expansions take a competitive base game and make the game fully cooperative with the expansion! We saw a number of these type of expansions on the Top 10 Games That Can Be Played Fully Cooperatively!
  3. More Content: Some expansions just add more content (more cards, etc.) to the base cooperative game!

We also continue with the newer characterization: Does It Require Another Expansion

Honorable Mention: Origin Story

Expansion TypeMakes The Game Cooperative
Solo Mode: Well, you could play the 3-character co-op mode as a solo player, but there’s already a 3-character solo mode in there.
Requires Another Expansion?  No

This is an odd duck … because it’s not a real “official” expansion.  This is a homebrew set of rules to make the really wonderful game Origin Story into a cooperative game!  See link here for rules.

We played Origin Story, admired how well it works, especially with the powers, strategizing a limit of 5 rounds … and the artwork is amazing. While playing, we couldn’t help to think “Being a Super Hero game, is there a way to play cooperatively?” We fervently decided a new mode of gameplay should be added: a cooperative mode! Over a month or so, we developed some simple rules to make an optional cooperative mode for Origin Story. These rules probably need a little more play-testing, but frankly, we all enjoyed the game in a whole new way with this cooperative mode. Now, as well as playing the current mode to be the best Super Hero and win, all the Super Heroes can now work together to save the planet in a cooperative mode!

A Super Hero game should be cooperative: see this free set of rules here.

10. Marvel Champions: Agents of SHIELD

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

More than any other game on this list, I play this with my buddy Junkerman (see above).   He loves Marvel Champions, even more than me!  (So much so, that he has his own blog about it: see Aspect Expressions Blog here!)   Marvel Champions is a game where you get the expansions because they offer you characters or some kind of adventure!

In this case, we get Maria Hill and Nick Fury as characters, running them through an adventure of 5 Scenarios as Agents of SHIELD!

I think what sold me more than anything else was the fact that Nick Fury gets a Flying Car!  Once I saw Nick Fury had that, you couldn’t stop me from playing him!  A Flying Car!! Agents of SHIELD is just more content in the Marvel Champions universe; good stuff.

9. Thunderstone Quest: Twilight Souls/The All-Consuming Horde

Expansion TypeMore Content
Solo Mode: Needs The Barricades Mode Expansion for solo
Requires Another Expansion?  Yes: To play solo or cooperatively, you need The Barricades Mode Expansion 

If Junkerman is my Marvel Champions buddy, then Nathan and Caroline are my Thunderstone Quest buddies!   I have played most of the recent Thunderstone Quest expansions with them!  See above as we finish The All-Consuming Hive, having rescued peoples from a living dungeon!

It’s kind of gotten ridiculous how many Quests there are (see above).  But, these expansions still offered something new and expanded the game and made it more fun!

It’s gotten a little ridiculous (I know I have already said that), but I still like to play Thunderstone Quest solo or cooperatively (see above as a I play Twilight Souls solo).  You can still use these two new expansions in the base competitive game, but if you want to play solo or cooperatively, don’t forget that you need the Barricades Mode expansion!

8. Flock Together: Birds of a Feather Eggspansion

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

This is the easiest type of expansion to recommend; it just adds more of everything you already like to the game!  This eggspansion (be prepared for lots of Chicken puns) adds some new cards, some new players boards (so you can play up to 6) … but, most importantly, it adds 6 new predators with 6 new chicken puns (see above) … Chew Bawka?  Oi!

… and 6 new player chickens (with even more chicken puns)!  If you liked the base cooperative game Flock Together (see our original review here), this is just more stuff of the stuff you already like!  You like Chicken Puns, right?  See our review of the expansion here!

7. Skytear Horde: Campaigns

Expansion TypeMore Content, Standalone Expansion
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

I never know whether this series should go on my Top 10 Solo Games of 2025 or my Top 10 Cooperative Expansions of 2025!  This year, because I was able to get it played cooperatively in a some good sessions, I am counting is a cooperative (standalone) expansion!

This expansion is mostly just new cards!  If you like Skytear Horde (see our original review here), this just gives you more cards … more content … for this cooperative tower defense game.  

There is a campaign book in here that is both good and bad.  It’s not particularly well-written, but once you get how the campaign modes work, I think they add a lot to the base Skytear Horde game!   See our review here where we discuss the good and bad of Skytear Horde: Campaigns!

In fact, I conjecture that this campaign mode could be a phenomenal way to teach the game!  I taught my friends the game using the campaign mode, and they really responded well to this!  Basically, the game comes out piecemeal in campaign mode, making it easier to digest.  For this to work, however, you really need someone who knows the game  to teach this mode.  Check out or review of Skytear Horde: Campaigns if you want more information!

6. Leviathan Wilds: Deepvale Expansion

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

This really is just a more stuff you already like expansion!  If you liked the original game of Leviathan Wilds (see out review here of a game that made our #3 on Top 10 Cooperarive Games of 2024), this just gives you more of the stuff you like!

There’s 7 new Leviathans, and oof, they seem creepier than the original Leviathans! And of course, rage decks for each Leviathan.

We also get a new climber!  The Edge!  

This is really just more stuff for Leviathan Wilds! Nothing groundbreaking!  (Ha, pun intended).  See our review of Leviathan Wilds: Deepvale Expansion to see if you might want to pick up this expansion!

5. Santorini: Riddle of the Sphinx

Expansion TypeMakes The Game Cooperative
Solo Mode: Yes
Requires Another Expansion?  No 

More than any expansion that came out this year, this expansion is a puzzle.  It doesn’t even require THAT much from the base game Santorini; mostly just the building pieces and some minis!  It’s also a very different kind of game than the original Santorini!

I played it both solo and cooperatively.  It’s much easier to play this solo; each scenario is just a puzzle you are trying to solve!  The puzzles are about placing city pieces out, using god powers, and trying to get more city pieces (as city pieces are scarce)!

I was able to get some cooperative games played, and as long as everyone promises to NOT be an Alpha Player, they can work well!   This expansion isn’t for everyone, as not everyone is going to like the very puzzly scenarios The Riddle of the Sphinx presents!  But if a puzzle building game using the pieces of Santorini sounds fun to you, check out our review of Santorini: Riddle of the Sphinx to see if this might be an expansion you enjoy!

4. Unmatched Adventures: Teenage Mutant Ninja Turtles

Expansion Type: Stand-Alone Expansion, Makes The Game Cooperative
Solo Mode: Yes
Requires Another Expansion?  No, but you can play with any Unmatched set.

Of course, we had to eat pizza before we played Teenage Mutant Ninja Turtles: Unmatched Adventures.

Our favorite part of this expansion is that it adds two more scenarios to the Unmatched Adventures system!  Recall that we loved Unmatched Adventures (see review here), but our main complaint was that the box only came with two scenarios … now we have two more! 

I am not personally a TMNT fan, but I really enjoyed the new heroes and villains.  My friend Jon (above), who is a huge TMNT fan, really liked the game.  I think knowing the IP might move this game to a 10/10 for some people: it really does capture a lot of TMNT feel (with the sewers being a fun way to travel around the city)!  See our review here to see if this is something you might like!

3. Dice Throne Adventures: Unchained

Expansion TypeMakes The Game Cooperative, More Content
Solo Mode: Yes (true solo)
Requires Another Expansion?  Yes: this is an expansion for Dice Throne Adventures (and I am also assuming  you have one of the base Dice Throne character boxes)

Firstly, this is an expansion that just adds more stuff: more Minions, more Loot, and another boss to fight in Dice Throne Adventures!  And yes, this is an expansion to an expansion!  The original Dice Throne Adventures (which Unchained expands) took the base Dice Throne game and made it solo and cooperative!

But this expansion fixes three major problems!  Firstly, there we no solo one-shots in the original Dice Throne AdventuresUnchained allows the solo player to play a one-off little solo Adventure!  Unchained adds the Minion Rush solo mode (see above), which allows the solo player to take a new character and try it out in a limited little adventure!

Secondly, Dice Throne Adventures had the problem that the adventure is way too long and too involved.  Unchained fixes Dice Throne Adventures by adding a one-shot cooperative adventure, which is a condensed little Minion dash/Boss battle!  There’s 6 new maps (see one above) that allow the cooperative players to go through a little adventure in one game session!

Finally, Unchained fixes the “slow upgrade” problem of Dice Throne Adventures! It seems to take forever to upgrade your cards in Dice Throne Adventures, but in the new Minion Rush and One-Shot Adventures, you get a new One-Shot Loot chart!  See above! And this time, Loot goes directly into your hand, so you feel the effects of upgrading quickly!

Overall, I think Unchained is an essential upgrade for Dice Throne AdventuresSee our review here to see if you agree!

2. Marvel Dice Throne Missions

Expansion TypeMakes The Game Cooperative
Solo Mode: Yes (true solo)
Requires Another Expansion?  No (but I am assuming  you have one of the base Dice Throne character boxes)

This expansion takes the base Dice Throne and adds two-sided Missions to the game.   These missions are usually more exploration on first side (with mini fights against minions) and then fight the big bad boss on the other side (see Doctor Octopus).   You can also choose to do longer campaigns with a notion of experience points to help you upgrade.

This game supports true solo so you can take your favorite Dice Throne character through as many missions as you want!  You might have noticed that the Missions are VERY Marvel character specific (it is called Marvel Missions), but there’s no reason you couldn’t take any Dice Throne characters on these missions!

I enjoyed the heck out of this as a solo game (especially with Wolverine), but my friends bounced off the cooperative game! I think the mistake there was in NOT letting them  try out their hero in a quick head-to-head mode; I think that would have made all the difference!  See our review of Marvel Dice Throne Missions here! In the end, I personally loved it, so it had to made near the top of the list!!

1. Kinfire Council: Winds of Change

Expansion TypeMakes The Game Cooperative, More Content
Solo Mode: Yes (two-handed, with special rules*)
Requires Another Expansion?  No (but you might want the Kinfire Council upgrade kit with wooden bits, see far right)

Kinfire Council is a pretty cool worker placement game … that I would never want to play in its original form.  Wait, Why? It’s rife with back-stabbing, traitoring, and some indirect take-that!  The Councilors may side with the city or may side with the Cult trying to take over the city! The base game is all about intrigue within the city!   But, as part of the original Kickstarter, Kinfire Council also had the Winds of Change expansion which took out the base back-stabby/traitory traits, replacing them with both a solo and a cooperative mode!

With the Winds of Change expansion, players are city Councillors trying to stop the Cult from ruining their city!  Along the way, they vote, upgrade spaces, upgrade workers, arrest cultists, stop threats, build a tower for inspiration, and so many other things!  To be fair, the expansion doesn’t change the gameplay THAT much (there is a really neat base worker placement scheme here), but the cooperative mode made me and my friends feel that much more engaged!  “This is our city, darn it!  We’re not going to let the Cultists take over!! “

I was very surprised just how much I liked this game with the expansion!  Me and all my friends all liked it too!   We played over multiple game sessions over multiple game nights with multiple groups; it was so fun! We even added a little House Rule to make the game more fun, more cooperative, and more interactive!  See our review of Kinfire Council + Winds of Change to see what our House Rule is, and if this is something you might like!

I am kind of surprised this made my #1 expansion! It’s gone up in my estimation every time I have played it! It’s just that … I want to play it more! I am so excited by this, I am going to go out of my way to teach it at Dice Tower West this March! We’ll be playing the cooperative version with my House Rules if you want to play! I just loved how interactive the cooperative version was!!

Top 10 Solo Board and Card Games of 2025!

What makes a good solo game? I find them many times when I start playing solo games to learn games cooperatively for my friends. If a game starts to enchant me and I can’t stop playing it solo … there’s something to it! Most of the games on this list were games I played solo to teach my friends … but then I kept playing! Some of these games will end up on either my Top 10 Cooperative Games of 2025, but some of them may end up on my Top Cooperative Expansions of 2025, but one things for sure … they are all great solo!

My tastes are a little funny; see if you agree or disagree.

For more great solo games, see last year’s list: Top 10 Solo Games of 2024!

Honorable Mention. Broken Sword: Shadows of the Templar (Reforged)

This is a solo game I played quit a bit in 2025, but it can’t “officially” make this list for a number of reasons.  For one, it’s a video game!  Broken Sword: Shadows of the Templar is a point-and-click solo adventure video game … (See our discussion of point-and-click adventure games here in Top 10 Point-And-Click Adventure Board Games here)! This game is sometimes what I want when I want to play solo: it’s an all-consuming adventure game with story and exploration! 

My physical copy arrived about November 2025, so I can still count it as 2025 (even though my digital copy arrived in 2024, so that’s another reason).   I know, it doesn’t really belong on this list, but these point-and-click adventure video games totally scratch my solo game itch sometimes!  And I spent a fair amount of time playing it solo in 2025!

10. Wroth

What a strange journey Wroth was!  This is a solo, competitive, and cooperative area control/area majority game, which is a real interesting mix of game modes!   Unfortunately, the solo play is hard to get to because you have to learn the base competitive game BEFORE you can play the solo/cooperative mode!

Along the way, I discovered I actually liked the competitive game but disliked the cooperative game!   And somewhat paradoxically (because the solo game is the cooperative game), the solo game ended up being a really fun puzzle!  After almost selling the game (because I disliked the cooperative mode so much), it was the solo mode that prompted me to keep this game.

Wroth also has one of my favorite covers of the year!   Check out our journey with Wroth to see if this is a solo game you might like! 

9. Earthborne Rangers: Legacy of the Ancestors

This is an odd entry for a few reasons!  Firstly, this was the expansion for the original Earthborne Rangers that was part of the first, original Kickstarter!  Even though I ordered this expansion many moons ago (from the first Kickstarter: see our review here), this expansion didn’t arrive until 2025 (and even BGG says it’s a 2025 release date)!

This probably should go in my Top 10 Cooperative Expansions of 2025, instead of here in my solo list … but the thing is, I only ever played it solo!  Even though you can play 1-4 players with Earthborne Rangers, I think one or two players is the best count for Earthborne Rangers! In this case, one player was best! 

In some ways, the abundance of storybook games (see our Top 10 Cooperative Games of 2025) just reminded me what a great exploration and storybook game this is!  I got to relive the fun of exploring in this system  in this exploration and story-filled game! I got the explore … The Arcology!

8. Storyfold: Wildwoods

Storyfold: Wildwoods is both a perfect entry and an odd entry to this list.  Why is that?

In name, this is a solo game only!  It’s about a little girl and her animal companion roaming and exploring a dark and depressing forest.  There is a little bit of worker placement, a little bit of dice, and little bit of story, and a lot of dark experience!  It’s a solo game!

I ended up playing this solo game as a two-player game, as team solo!  In other words, me an my friend Teresa operated the solo game as a team, with both of us working the solo position!  We would operate the single position, but discuss tactics and strategy together.  I argue that this is still a solo game, but you can just choose to be on team solo together!  See our review of Storyfold: Wildwoods to see if you agree!

7. Santorini + Riddle of the Sphinx

Riddle of the Sphinx is an expansion that makes the  Santorini base game solo and cooperative.  

Of all the games on our list this year, this is the most thinky puzzle-like game; you have to figure out how to build and acquire resources in an environment of scarcity.  The gods offer special bonuses and resources as you burn through them.  

This game stayed on my solo table until I had to go to Dice Tower West! Although I enjoyed the cooperative game as well, I think this really engaged my solo gamer brain, and I loved moving the characters around to try to solve the building puzzle in an optimal way!  Take a look at our review of Riddle of the Sphinx to see if this is something you might enjoy!

6. Unstoppable

Unstoppable is nominally a solo game or 2-player cooperative game … but almost all my plays were solo!  Honestly, it feels more like a solo game than a 2-Player game anyways?  Honestly, that co-operative mode does feel a little pasted on; I mean, you can’t even share money…

 This is a deck-building game with some card-crafting going on!  Cards slip into sleeves and upgrade your cards, all while you are still trying to build a deck!  

There’s some really interesting mechanisms going on in here, as the things you battle flip and give you good stuff!  Overall, I got to play through all the scenarios in the base box and really enjoyed this deck-builder.   One question you may want to ask yourself: would you prefer Unstoppable or Astro Knights (both deck-building games)?  See our review for more discussion!

5. War Story

This was such a unique adventure to play through solo.  This is all about being part of the French Resistance in World War II, and it’s pretty brutal.  You shoot Nazis, see most of your team die, and try to survive a wartime environment.

Even crazier, all of this happens in a Choose Your Own Adventure book situation!  This is a game where your choices really do matter; everything you do affects the final outcome and how well your team does!  Do you show mercy on the Nazi your captured?  How do you silence the little boy so he doesn’t alert the authorities?  Everything you do matters!

The game comes with 3 adventure books, as a full adventure unwinds over three big sessions (and each session affects the others)!  After playing all the way through solo, I was emotionally exhausted but strangely fulfilled!  Take a look at our review of War Story: Occupied France to see if this unique experience is up your alley!

(This is a game that has a 2024 release date on BGG, but try as hard as we could, we couldn’t get it until 2025, so we count it as 2025)

4. Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game

I ended up enjoying the solo mode for this much more than I expected!  For a cooperative trick-taking game that has a lot of similarities to The Crew, its one big difference is that it has a solo mode!  And it’s very very good!   If you love Lord of the Rings, this is an easy recommendation.  Even if you only “like” Lord of the Rings, it’s still a great solo game!

Over the course of several weeks, I ended up playing solo through all 18 chapters!  Each chapter has a nominal play-time of 20 minutes … but if you fail a chapter, you have to keep playing it until you win!

The production on this game is amazing, the solo game is amazing, it’s quite thematic, and the 18-Chapter campaign was so much fun!  It’s easy to get this to the table … as even though I was a little sick, it was engaging enough to forget I was sick for a week.   I made it through all 18 chapters solo, and it was a blast.

See here for our review of Lord Of The Rings, The Fellowship of the Rings: The Trick-Taking Game to see if this something that might appeal to your inner solo gamer!

(This is a game that has a 2024 release date on BGG, but try as hard as we could, we couldn’t get it until 2025, so we count it as 2025)

3.  DC Super Heroes United: Batman Hush

DC Super Heroes United: Batman Hush is a great game for both cooperative and solo.  In the end, though, I probably played it a lot more solo than I did cooperatively!  In fact, I couldn’t stop playing it solo!

I ended playing just about every combination of heroes and villains from this base box, as a solo game!  Now, you have to understand that I strongly prefer playing Marvel and DC United solo as 2-Player multi-handed, where I operate two characters and alternate between them as if it were a 2-Player cooperative game.   I find the “official” solo mode of the United games just too contorted.

It was such a blast to play DC heroes like Batman and Robin together solo!  See above.

I couldn’t stop playing this solo!  I kept trying more and more!  I even started pulling out some Marvel United and combining DC United and Marvel United together!  See above at Batman hangs out in Stark Labs! I got such a giggle imagining Bruce Wayne critiquing Tony Stark’s tech!

See our review of DC Super Heroes: Batman Hush to see if this is something you might like as a solo player.    This probably would have been out #1 solo game of 2025, but the next two games offered such unique solo experiences, they had to be just above it!

2. Arydia

It was very hard to choose between #1 and #2 on this list; either of them could have been #1!  I also feel bad not putting Arydia  in our Top 10 Cooperative Games of 2025!  In the end though, I only played this solo, but I had a heck of a great time!

Arydia is a huge adventuring/dungeon crawler game with tons of content: maps and cards!  See above!  And the components are just fantastic!

This game, with its unique map(s) system(s) and combat stayed on my table for a straight week as I couldn’t stop playing playing!  I wanted to see what would come next in this world!

This is an adventure-laden dungeon crawl that reminded me a lot of the old computer game  Ultima IV: it had combat, little maps, big maps, and a big adventure!   I had such a wonderful time playing this solo!  Check out our solo review of Arydia to see if this is something you might like!

1. Star Trek: Captain’s Chair

At the end of the day, I slightly prefer space over fantasy, so I think that’s why Star Trek: The Captain’s Chair ended being the #1 solo game of 2025 for me!

This is such a neat deck-building game, but calling it JUST a deck-building game seems to be an insult!  There’s so much to this game that it actually almost took me the whole year to absorb it, get it to the table, and play it!  Make no mistake, this is a big and complicated game with lots of rules!  The rulebook is very very good, but I joke that it feels like a legal document!

One major feature of the game is that there are two solo modes: the Cadet Training Mode (see rules above) aka easy mode, and the normal solo game aka hard mode!    The easy mode gives you a chance to learn the systems of the game in a simplified scenario! 

The Cadet Training Mode also a great way to learn a new Captain’s Deck!  Another great feature of this game is that every Captain in the game (see above) has a unique play style that is encapsulated in a different Captain’s deck!  Sisko is different than Picard who is different from Koloth!  See the six different Captains above!

In the end, it’s the normal solo mode (which has its own rulebook!) that makes this game a wonderful challenge.  An AI runs another captain playing against you; see above as I play Picard facing off against AI Koloth!  This solo mode is challenging and interesting and has a ton of variety as each Captain is so different!

This is a large, sprawling, solo game with ships warping to planets, planets being taken over, landing parties landing, crew members beaming to ships, crew members on duty, drafting new people, cargo, allies, and ships on your way to being the better Captain!

It’s hard to recommend this game for many reasons: the base game is actually competitive (the solo modes are add-ons), the game is pretty complicated with a legalese rulebook, and apparently it’s sold out everywhere as I write this!  Despite all that, I had a heck of a time playing Star Trek: Captain’s Chair as a solo player! It was such a unique experience that it had to be my #1 solo game of 2025.  See our review here to see if this might be something you enjoy!

Top 10 Cooperative Board and Card Games of 2025!

Welcome to the end of 2025! This is our top 10 games that were from 2025*! The best of the best!

This was a slightly weird year for cooperative games, if only because it’s not 100% clear when some of our favorite games came out! Some of the games on our list were “officially” released in 2024, but as a real playing customer, we couldn’t get them until 2025. This is also a reminder that we here at CO-OP Gestalt pay for every single game we get as a real consumer! We receive absolutely no consideration of any kind from Publishers for free review copies of games or expedited delivery or anything like that! We just play cooperative games because we love them so much that we want to share them!

Some games you might think would be on this list might have made our Top 10 Solo Card and Board Games of 2025 or our Top 10 Cooperative Expansions of 2025!

There’s some great cooperative games that came out this year, let’s take a look!

Honorable Mention: Tales From The Red Dragon Inn

Plays Solo:  Yes (two-handed or with a special companion)
Player Count: 1 to 4
Ages: 13+
Length: 90-120 minutes

So, this is an example of game that we picked up on the second Kickstarter; it really did officially come out in 2023, but the second Kickstarter delivered to us in 2025.  So, we are counting this unofficially as a Honorable Mention for 2025 … because it’s so good!  

This is dungeon crawler game that is fun and quirky, but it has a well thought out combat system!  

Despite it having a Variable Turn Order system (we have so many opinions on Variable Turn Order), this game is a fun dungeon crawler.  We joked that this should be called Lighthaven!  It’s like Gloomhaven in many ways, but so much more light-hearted!  Take a look at our review to see if this is a game you might like!

10. The Dark Quarter

Plays Solo:  Yes (operate two characters)
Player Count: 1 to 4
Ages: 18+
Length: 120+ minutes

This is more of a story than a game; I was originally hoping for more of a detective game set in voodoo-laden New Orleans, but this is more of an adult crime novel set in a voodoo-esque New Orleans. 

This is a game with lots of plot points that unfurl like an adult crime thriller on HBO or Netflix or Apple TV.  As you going through the game, you are enjoying the story as it happens, and you get to make some choices along the way.  Rather than watching an HBO crime drama, you are part of it!

An App runs this; this is one of four Storybook games in our Top 10 this year!  This is less interactive and more about coming along for the story!  The Dark Quarter  also very very 18+ with adult language and adult content.  If you want to immerse yourself in a crime story in New Orleans, there is nothing else like it! Just be aware that it’s very story-driven, but maybe not too much game. Take a look at our review to see if you might like it.  My friends and I enjoyed the experience, but others didn’t, which is why this is only #10.

9. Wandering Galaxy

Plays Solo:  Yes (very special mode: true solo, but has two sidekicks)
Player Count: 1 to 6
Ages: 14+
Length: 60+ minutes

This is the third in the series of storybook app games from Plaid Hat: the first two being Forgotten Waters (which made #8 on our Top 10 Cooperative Games of 2020) and Freelancers (which made the #4 spot on our Top 10 Cooperative Games of 2022).  These are all silly games where players go through an adventure together!

This particular silly adventure is set in space!! An app (website) controls your progress through the story, as it offers voice-acting as it reads little vignettes aloud!  This is a space-based game where players roam the galaxy in search of adventure, using some worker placement and deck-building along the way.

This is a very cooperative game, as players must operate many positions of a star ship together (like the crew of the Star Trek Enterprise with helm, weapons, … etc!)   This is one of four Storybook games that made our Top 10 list this year!  This one concentrates on the humor and the voice-acting of the app to tell the story!  See our review to see if Wandering Galaxies is a game you might like!

(This was also a game where we got the physical copy very very late in December 2024, but the app didn’t “really” work until 2025, so we count this as a 2025 game)

8. Vantage

Plays Solo:  Yes (true solo)
Player Count: 1 to 6
Ages: 14+
Length: 120-180 minutes

Vantage is one of the four storybook games on our Top 10 this year!  It’s a very divisive game, which is why it’s lower on the list! Some people love it and some people hate it!! Why?  Vantage weaves in and out of different definitions: Is it a storybook game? Is it an exploration game? Is it an adventure game? Is it a campaign game?  Take a look at our review of Vantage here (What Vantage Is and Isn’t) to see if this is something you might like.

At the end of the day, me and my friends had fun exploring this game world with it’s beautiful art and very different worlds.   The solo experience is good, but I believe this is a better shared experience as a fully cooperative game, as players read to each other and explore with each other.  This is a gorgeous and well-produced game that you may love too!

7. One-Hit Heroes

Plays Solo:  Officially no (see the cover), but there are two solo modes in rulebook
Player Count: 2 to 4
Ages: 10+
Length: 20 minutes

This game made our list this year because it felt like I could bring it out to both gamers and non-gamers, and both sets seemed to enjoy it!   This is a simpler game that only last 20 minutes (but you can keep playing if you like the little campaign); it’s all about battling some bad guys together!  It’s major premise is that if you take one hit, you die (much like real life)!  So, you have to work together to keep out to harms way!

I was able to play the game with my nieces, and they had fun!  They aren’t really gamers, but they were good sports who enjoyed the experience!

This is a light, bright, fun and somewhat innovative cooperative game.   I am glad to have some lighter, simpler games to teach my gamer and non-gamer friends and family.  See our full review here of One-Hit Heroes to see if you might like it!

6. Secrets of Zorro

Plays Solo:  Yes (true solo)
Player Count: 1 to 4
Ages: 10+
Length: 45-60 minutes

The Secrets of Zorro is the surprise hit of the year for my groups!   We played it over several weeks of game nights because it was such a fun and thematic cooperative worker placement game!

The cooperative worker placement works so well in this game as you move to places for upgrades, visit the local tavern to get rumours and tactical info, visit the blacksmith for stuff, visit your home for “stuff our Dadleft us”, and just try to get ready for the craziness of the night mode!

This is a game that embraces Player Selected Turn Order (one of my favorite mechanisms)!  It is a thematic and interactive romp through the mythos of Zorro!  Check out our review of the Secrets of Zorro to see if this is a game you might like (we also suggest you have House Rule that makes the game more fun and more thematic and more cooperative).  This is a Hidden Gem!

5. The Lord of The Rings, Fellowship of the Ring: Trick-Taking Game

Plays Solo:  Yes (very different solo mode)
Player Count: 1 to 4
Ages: 10+
Length: 20 minutes (per episode)

As we head into the top 5 games, realize that any of these could have been our #1 game!

This little cooperative trick-taking game took all my gaming groups by storm!  My friends in Las Cruces played though the whole campaign!  Me and my friends played it over and over and over at Dice Tower West!  My friends in Tucson loved it!  Everybody who played this loved it!

Everyone seems to agree that this is a very thematic game, with characters from The Fellowship of the Rings having specific thematic goals to meet as you play.  The game unfolds over many episodes, and each episode is a piece of the story of The Fellowship of the Rings!  I was told by my friends (who love Lord of the Rings) how thematic the story and episodes were!

This made the #2 spot on our Top 10 Cooperative Trick-Taking Games, and it is a fantastic game!  It is very easy to get into and everyone I played this with seemed to love it!  Check out our review here to see if this is a game you might like!  

(This is also a game that BGG lists as 2024, as I think it was released in Germany first; but I tried like crazy to get a copy and could only get one delivered to me in 2025 in the USA!)

4. Tales of the Arthurian Knights 

Plays Solo:  Yes (very different solo mode)
Player Count: 1 to 4
Ages: 12+
Length: 45 minutes per player

This is the fourth and final storybook game on this list.  This was far and away my friends’ favorite game of the year!  They liked it so much they went out and bought their own copy almost immediately!  

This is a game all about exploring the world of Camelot (and yes, it can be a silly place with lots of Monty Python references) while reading flowery text from the Book of Tales!  See above!  Of all the Storybooks on this list, this is the more prosy!  This would easily make our Top 10 Cooperative Storybook Games!

It’s hard to believe that this is actually a competitive game FIRST, and that the cooperative and solo modes are actually add-on modes!  Regardless, the only way me and my friends play this Storybook game is solo and cooperatively!  And it works so well!  My friend Teresa actually borrowed my copy to play at her Mom’s birthday party and they adored it!  Take a look at our review of Tales of Arthurian Knights to see if this is something you might like.

(This is also one of those games that BGG lists as 2024 but we tried like crazy to get a copy, and we could only get one delivered in 2025, so we call this a 2025 game!)

3. Invincible: The Card Game

Plays Solo:  Yes (true solo and two-handed solo)
Player Count: 1 to 4
Ages: 14+
Length: 60 minutes (well, it’s 2x that)

Invincible: The Card Game (not the confused with other Invincible games) is a re-implementation of Astro Knights (the cooperative Deck-Building game: see here and here).  Does this re-theming and re-implementation work?  Absolutely!

Cooperatively, everyone gets to take the role of a Superhero in this very thematic deck–building game!  This is also the best iteration of the Astro Knights system, partly because it add the Assist keyword which really brought out extra cooperation as we played!! 

See our review of Invincible: The Card Game to see if this is something you might like!  Oh yes!  And you can even mix this with Astro Knights if you wish! 

2. Ham Helsing

Plays Solo:  Yes (true solo and two-handed solo)
Player Count: 1 to 4
Ages: 10+
Length: 60-90 minutes 

I really did not expect Ham Helsing to be so high on my list, but this game was so much fun!  Ham Helsing is a comic-book universe (of which I knew nothing about until I played this game)!  The art and cards in this game follow the style of the original artist Rich Moyer, and I gotta say, it works!  This is basically a cooperative boss-battler game where each player takes the role of a character from Ham Helsing!

This is a card-crafting game where you can upgrade your cards by adding clear plastic to them!  See above!  This is definitely a gimmick, but it’s a gimmick that works!  It’s fun to upgrade and choose your little cards and slide them into the sleeves!

Between the clear cards, the cute art, and the acrylic standees, this game’s production is gorgeous!  There is also a sense of humor that underlies all of this, giving it an air of extra fun!  Take a look at our review of Ham Helsing to see if this is a game you might like!  We loved it!

1. DC Super Heroes United: Hush

Plays Solo:  Yes (so many ways, but just play two-handed)
Player Count: 1 to 4 (5, depending on the mode)
Ages: 14+
Length: 30 minutes (well, usually longer)

As I wait for my kickstarter of the original DC Super Heroes United (which was #1 on our Top 10 Anticipated Cooperative Games of 2025) to deliver (which looks like it won’t deliver until 2026), CMON gave us an early sneak peek of the system with DC Super Heroes United: Batman Rush.   Surprisingly, I had never read Batman: Hush (a well regarded Batman story by Jeph Loeb and Jim Lee), so this gave me a reason to finally pick up and read it!  It was great!  


DC United: Hush is a beautiful game; it is basically the next small evolution of the Marvel United system that we love so much!

The game contains equipment (one of the newer additions to the game system, which does make the game feel like you have a little more choice), plus a few new kinds of cards. It’s the next (and probably best) evolution of this system!

But most importantly, it add DC heroes like Batman and Robin and DC Villains like Hush and Joker and Harley Quinn!

This game was on my table for weeks as I played through all the combinations of heroes and villains both solo and cooperatively!  My friends and I played cooperatively, and this system just works so well as a group game!  People can choose the heroes they want!  And re-use symbols!

One of the best parts of this game is now you can play with DC and Marvel universes together!!  I got such a giggle when Batman and Robin were on SHIELD HQ battling Marvel’s Taskmaster! See above!

This game was on my table for weeks and I still want to keep playing it. I knew it when I got it, and I know it now as I write this: DC Super Heroes United: Batman Hush is my game of the year, not only for being a great game, but also introducing me to the Batman: Hush story!

Origin Story: Adding a Cooperative Mode

Origin Story is a competitive trick-taking game for 1-4 Players. It has a Super Hero theme, as people grow into their Hero forms over 5 rounds. At its core, it is a trick-taking game: Players gain tricks for victory points, gain powers for special abilities, and emerge slowly over time. The player with the most Victory Points after 5 rounds wins.

We played Origin Story, admired how well it works, especially with the powers, strategizing a limit of 5 rounds and the artwork is amazing. While playing, we couldn’t help to think “Being a Super Hero game, is there a way to play cooperatively?” We fervently decided a new mode of gameplay should be added; a cooperative mode! Over a month or so, we developed some simple rules to make an optional cooperative mode for Origin Story. These rules probably need a little more play-testing, but frankly, we all enjoyed the game in a whole new way with this cooperative mode. Now, as well as playing the current mode to be the best Super Hero and win, all the Super Heroes can now work together to save the planet in a cooperative mode!

Communication

We loved the cooperative trick-taking game  Lord of the Rings: The Fellowship of the Ring Trick-Taking Game! It inspired us to make these rules!  See our review here!   It just works so well as a cooperative trick-taking game!  Just like LOTR, the Origin Story cooperative game keeps the basic limited communication rules; you can’t ever talk about what’s in your hand.

About the only rule in LOTR that we didn’t like was that you couldn’t really consult each other about which characters to take; there’s not SUPPOSED to be any conversation about who takes which character, because it might give away info about your hand.  It doesn’t really give away that much, and we really enjoyed the discussions and interactions that happened, so we inserted a house rule saying we COULD discuss the characters in the LOTR trick-taking game.

So, in Origin Story Cooperative Rules, players are allowed to discuss who should go into Hero mode and Secret Identity mode; you may have full conversations.   The Origin Story cooperative game encourages a little more discussion than the competitive mode, but to be clear; you still can’t communicate what’s in your hand (unless you are forced to by a power).

Ruleset

We really liked the idea that a  Super Hero game should be cooperative.

See rules below. The current version is 1.0.0. As we get feedback, we may update this.

Version 1.0.1: Some disambiguation, added notion of notating travel with markers
Version 1.0.2: Added note, making sure each player takes control of a marker

Ham Helsing! Pig Puns For The Win! A Really Great Cooperative and Solo Game!

Ham Helsing is a cooperative boss-battling board game from Fireside games.  I had heard about this game various places online, and I was excited for it!  I ended up ordering it off the Fireside games web site and had it shipped directly to my house: It delivered in the first week of October 2025.

So, this game is based on the Graphic Novel Ham Helsing by Rich Moyer.  I literally know nothing about the graphic novel!  Luckily, you can play the game without ever having read the Graphic Novel!  I am sure there are references and funny callbacks which would make the game more enjoyable, but you don’t need any of that to enjoy this game.  Spoiler Alert: I really liked this game, despite not knowing anything about this world.

What is this game?  This is a cooperative card-crafting and boss-battling game.

Let’s take a look below!

Unboxing and Gameplay

This feels like a little smaller game than a Ticket to Ride size box.  See Coke can for scale above.

The components are all very nice and cartoony.  They seem to fit this world … which I know nothing about.  But the art is all very consistent with the cover and the cartoon pigs.

Each player takes the role of one of the main characters from the comic book (left-to-right): Malcolm, Lobos, Ham, or Ronin. See above. I LOVE the acrylic standees!!

The players choose one of the 4 bad guys in the game:  Hen, Chad, Robo-Knight, or Silk (with Silk being the hardest). See above.  The players must defeat that bad guy to win.

Players move around the world of Ham Helsing on the map above.

Little minions cover this world: you must keep these minions under control or they will “destroy” locations on the board!

Each Location has an upper limit of how many minions can be there: note the 3 above on Gigantovia … if more than 3 minions ever end up a Location, it is lost and much more expensive to deal with!

In an interesting twist, the minions come out (from a bag; see above… it’s quite nice and big) and attach to all Locations adjacent to the player!  This is an interesting way to have the minions overrun the board! You kind of control where the minions come out by the nature of where you end up at the end of your turn!

How do the heroes operate?  Each Hero (see Ham above) gets their own character board and their own unique deck of cards.  See above how Ham has his own deck of specialty cards!  (Yes, they are sleeved, yes, you need the sleeves, but yes, they do come with the game!)

See above as Lobos has slightly different cards!

Players each have  deck of cards that can do things like fight, move, get gold, and invoke Knuckles! See above!

Players play these cards to get stuff done: see above.  The icons on the left of the card are the actions you can do (attack a blue or yellow enemy above).

This is called a deck-crafting game (or you might hear card-crafting game if you have played Mystic Vale) where you can add little clear sleeves to improve the cards as you play!

The bad guys also does bad stuff … see his cards above.  This is a quick game; you only have 5 rounds to take out the bad guy!  This is a boss-battler game!  If you fail to take out the bad guy after 5 rounds, you lose!

I really like the way this game looks.  See a 2-Player set-up above!

Rulebook

The rulebook was okay.

The form factor is a little off—it doesn’t fit well on the chair next to me.  This gets like a C+ on the Chair Test; you can use it on the chair next to you, but it could have been better.

The Components section made me very grumpy.  There is a little list of components at the bottom of page 1 (see above), but it has NO correlating pictures! I had to figure out what-was-what from context as I set it up!  That made me a bit grumpy.

The Set-up spanned 3 pages?  And you had to cross page boundaries?  I feel like this Set-Up could have been on two pages facing each other making it easier to read.  This rulebook feels very “crammed” in there, like there were trying to get page count as small as possible.  I appreciate not wasting space, but this rulebook feels very cramped.

I feel like all the rules were in here, but for some reason, the flow seemed “off” to me.  I found rules, but not always where I expected them.  But they were in there.

The rulebook does have an Index, but it’s not that useful?  I hate saying this, because I applaud Ham Helsing for having an Index!  … but I just didn’t find it useful?  I went looking for a few terms and found them in SO MANY PLACES (Health track pretty much lists all pages of the rulebook) that it was almost useless.   This index needed to be curated a little better, and use italics or bold to distinguish mentions vs definitions.  Sigh.   I really like that they tried using the Index.  It didn’t quite work.

I found all the rules, I was able to get the game played, but the rulebook “flow” seemed off; I think it just felt too cramped.

The rulebook was just okay, but it does teach the game, so I guess that’s all that matters.

Deck-Crafting

I think the reason I was so excited for this game was the deck-crafting (or card-crafting, since you are constructing a better card … I wonder if Fireside Games can’t use this term because Mystic Vale copyrighted it?).  This is where you upgrade the cards in your hand to make the cards better and better (by allowing each card to do more stuff).

For example: Take a look at Pig Up The Pace above.  All the base card does is move 2.   (And yes, there are a LOT of pig puns in this game.  Get used to it).  Pig Up The Pace is a pretty minimal card. BUT!  I am about to card-craft!

By putting the clear upgrade into the sleeve, I can add more actions to the left side of the card! I can attack red +1, and attack a yellow for +1 now!

By the time I am done “upgrading” the card,  Pig Up The Pace not only moves Ham twice (the original action) but also can attack with +1 red and +1 yellow attacks!

Players can buy these upgrades every turn; the cost is on the upper right.  Players cooperatively figure out who should buy what when they buy … this is a cooperative game after all.

There are two types of upgrades: mostly attack (see above for that deck) …

… and specials (which have special text).  Usually, the specials are more powerful but more expensive.

You gotta upgrade the heck out of your cards if you want to win!  See Thwip above with 2 or 3 upgrades in it!

Solo Game

So congratulations to Ham Helsing for following Saunders’ Law and having solo rules!

Unfortunately, the built-in solo rules are half a page of exceptions.  And they aren’t even true solo play rules!  You still have to play two characters in the official solo mode; the only real savings of the built-in solo mode is that you have one deck to manage (instead of two).

Instead of the built-in solo mode, I recommend that you play 2-handed solo with all the normal rules: take control of two characters and alternate between them as if you were playing a 2-Player game!!  The 2-handed solo mode is much better than the built-in solo mode!  In the 2-handed solo mode, the game plays as it’s mean to be played, without any special exceptions.  See my 2-handed solo mode play above.

I really enjoyed my first solo play, but boy did I get crushed!  I even played the simplest Villain, Hen!  I just couldn’t do enough damage to Hen before the end of the game!

There’s quite a bit of strategy in how you handle the minions across the board!  See above! Get too many minions in a region, and you may lose the region or have have them bleed into your regions and do damage! You WANT to kill the minions yourself, because you get gold and experience … which keeps you upgrading as you play! But you also need to keep the minions on the board under control!

You can use Knuckles (see above) to help you keep the Locations clean of minions, but then you don’t get that much needed gold and experience!

My second game was MUCH better as I started to get the hang of how to balance all the different systems in the game!  See above as Ham and Lobos take out Hen!

I had a BLAST playing this game solo.  It was so much fun upgrading cards, figuring out strategies, keeping minions under control, but still trying to get enough gold to keep upgrades happening!  There were so many delicious decisions!

And the game is just adorable.  I think the look-and-feel made this solo game even a little more light-hearted and fun.

I could have done without all the pig puns, but it made it more fun.  EDIT: That’s not true.  I loved the pig puns, but I couldn’t admit it without some therapy.

Great decisions, great upgrades, great fun.

Cooperative Game

I may have actually done my friends a little disservice by discussing all the strategy up front! I didn’t give them a chance to discover all the repercussions themelves!!  Still, we had a full 4-Player game and has a great time!

The cooperation was great; we worked together to keep the minions under control, all the while getting gold for upgrades!   I didn’t use the trade action to any effect when I played solo, but I did see Madelyn and Andrew use it very well to make sure they had the right attacks and cards to deal with the minions!

Although ending up on the same Location at the end of your turn as another player allows the player to draw an extra card, sometimes that comes with a cost! At one point, we accidentally lost the Swamp `O Lies because we tended to congregate there!  And the minions swarmed up! GULP!  We saw yet another delicious trade-off … stay together to get more cards, but disperse to keep the minions away!  Neat tradeoff!

One thing that seems overlooked is the question: Can you share gold in the Market Phase?  Players are all together buying cards!   Can you share?  It’s not addressed in the rules!!! There is a trade action players can invoke during Play Cards phase which allows players to share gold, cards, shield, and katana. But the rule is very clear: only during your turn!   Since it’s not specifically addressed in the Market Phase rules, it seems clear: you can’t trade/share gold!!

This problem reminded us a little of The Secrets of Zorro (see review here) when, even though we were all together in an end phase, we couldn’t share gold!  See above.  We house-ruled The Secrets of Zorro to allowing sharing then, and that little change made the game more cooperative and more fun!   So, we are house-ruling that here as well: you can share gold (or  cards or normally sharable stuff) in the Market Phase … and it even feels like it makes sense thematically!  We are all shopping together at the same time at the same Rat Store!  (Seriously, rats are selling us stuff.  I am not making that up).  It makes sense to say “Hey Lobos! Can I borrow 1 gold??”  And to allow it … “Sure!”

In the end, all of us took turns beating up the Hen together! So, we all participated and we all felt we mattered in the final rounds of the game!  And we won!

There was a lot of cooperation and a lot of fun.

Reactions

Positive reviews.

Andrew: 6.5/10 (which is actually high for him).  It was too easy, but we also only played the easiest of the villains AND I may have helped too much in getting strategy going!
Teresa: 8/10
Madeyln: green (doesn’t have numbers; she either likes it (green) or doesn’t (red))

Rich:  Wow.  I loved this game.  I would love to play it solo or cooperatively.  9/10 because there so many delicious decisions AND you get to card-craft!

A Worry

After two games (just TWO), you can already see fingerprints on the clear sleeves.  I worry that this might become a bigger problem the more you play.  At some point, I might have to go in an windex/clean all my cards?  That doesn’t sound like fun!

The Randomness

There are two dice that you roll occasionally; usually for when you fight the big bad guy.  The bad guy, in the final combat, BLOCKS the color of attack you roll.  With four colors of attack, you are guaranteed that at least 2 of your attack types will get through, maybe more?  So, you always have a sense of how much damage you will do.

The other major source of randomness is pulling the minions from the bag.  You can only take out minions you have matching attacks for, so you can get screwed if the wrong cards or wrong minions come out.

But, I never felt like the randomness was too much.  You had a lot of control on how many minions came out, based on where you ended your turn; this was a unique way of dealing with “where do the minions come out”!  It is completely deterministic where they come out!  I really liked that choice, as it gave us yet another delicious thing to think about!

And Knuckles was always an option to keep the minions under control too … couldn’t fight anything?  Let Knuckles go disperse those minions for you!

I always felt like I could do something on my turns.  I did not think the randomness was unhinged by any means.

Conclusion

Wow, Ham Helsing is a great game!  The toy factor is high with the card-crafting system and the super cute art!  The components are just great!  The solo and cooperative games were super fun with lots of delicious tensions about how/when to keep the minions under control, balanced with keeping gold coming in so you can perform upgrades!

My only concern is that this game may be too much for younger audiences; the game says 10+ (which is probably the age range of the graphic novel), but there are a lot of rules to keep track of, and a lot of subsystems to keep operational as you play.  I worry that a couple of 10 years olds trying to learn this game without anyone present might really bounce off this game.  Ham Helsing is a lot more complicated (there are a lot of rules and a lot of interaction) than it looks!  Maybe make sure you shepherd younger kids if you get this for them?

Other than that, I adored this game.  9/10 for both solo and cooperative for me.  So neat and so fun. I admit that my rating of Ham Helsing was higher than my friends, but they liked it a lot too!  And to be clear; you DO NOT need to know anything about the Graphic Novel to enjoy this game!  None of us knew this IP, and we still enjoyed the game tremendously.

Invincible: The Card Game. Review After Full Playthrough!

So, just so you know: we are talking about Invincible: The Card Game!  This is the one that has the subtitle Guardians of the Globe (see above).  You have to be careful!  There are at least 3 or 4 other Invincible games: some of them great (see our review of Invincible: The Hero-Building Game) and some of them … less so.  What about this one?

Invincible: The Card Game was up on Kickstarter back in October 2024: see link here.  I love the Invincible universe in the comic-book world, so I went all-in and backed the full Kickstarter and probably got waaaay too much: see above.

The Kickstarter had originally promised delivery in January 2025, but it didn’t arrive until the last week of September 2025.  It was about 9 months late, but given the state of the world and shipping, and it’s a Kickstarter, I guess that’s ok.

Invincible: The Card Game is a cooperative deck-building game for 1-4 Players.  It’s very very much like Astro Knights , a cooperative deck-building game we’ve reviewed here (Astro Knights) and here (Astro Knights: Eternity).  

In fact, Invincible: The Card Game is so similar to Astro Knights, you can combine them and play them together! 

Let’s take a look!

Kickstarter Extras: How Much Do You Need?

So, before we get going too much, we should have a quick discussion on “Should I get the Kickstarter extras?”

The “bad-guy” mat (see above) is probably worth getting.  It helps organize all the cards and where they go during play.  I don’t love how “busy” the art looks; I feel like it gets in the way of gameplay a little, as the art is distracting.

The “good guy” mat I was less in love with (I got four, one for each player).  See above!! I don’t love the layout for a bunch of reasons.  For one, I want to use the bottom space for “cards in hand”, but the “invention” space takes away from that, so that the whole bottom of the mat seems like wasted space.  I would have put the “invention” to the left or somewhere out of the way!  The “invention” is a very short-lived concept in the game (usually, you buy your invention in the first few turns), so I wouldn’t devote so much space (if any, esp. at the bottom) to such a short-lived card.

A bigger problem is the discard pile: it should be turned sideways!  For one, it’s clearer the cards are discarded (remember, the “Discard Pile” notation is under all those cards!).  Secondly, the Afterburn effects are harder to read when the discard is up right!  See above!!! What does that say?

The entire purpose of the Afterburn effects is that while a card is in your discard, you can use that ability!  So, it should be easier to read! 

We saw the Afterburn idea first in Astro Knights!  See how much easier it is to read those effects when your discard is sideways? See above!  (There was no player mat for Astro Knights, so we could do the right thing and have the discard sideways).

Another problem with the mats were the Assist Zone!  You are supposed to put cards in the Assist Zone when you Assist (a really great concept in the game), but there’s one main problem with that!  More than once, you “forget” about the card being in your hand because it’s in the Assist Zone and you take your turn “forgetting” to use the card!  It would be MUCH better if you just kept your hand of cards in front of you and “nudged” the Assisted cards up an inch to show you’ve used them for assist!  That way, they stay in your hand, but you have marked that it’s Assist has been used!  See above as Eve has a card in the Assist Zone, but it looks like she only has 4 cards in hand! It’s too easy to forget that card is still in your hand.  Just nudge the card up to show it has assisted. 

The rest of the player mat worked fine, but I think it should be thinner (for more space for “cards in hands” and moving inventions), and it should have the discard space sideways.

Of course, mats are always nice because they make cards easier to pick up and handle.

Another thing that came with the Kickstarter are sleeves! My “default position” is that you should usually get sleeves when you have a deck-builder.  And I think that’s still true here.

I am VERY HAPPY that the Turn Order deck has its own sleeves!  If you ONLY sleeve a few cards in the game, you MUST sleeve the Turn Order deck!  These cards are touched all the time!  After many games of Aeon’s End and Astro Knights, trust me on this!  My original Aeon’s End Turn Order deck is a little grody!! 

The sleeves are very nice for Hero cards (see above); these are the yellow sleeves with Invincible on back!  Unfortunately, there are no sleeves for the “bad guy” cards!  If you want to sleeve them, you’ll have to use different sleeves (as the “bad guys” cards have a different card back).  So, I went all-in to get all sleeves, and I was a little disappointed I couldn’t sleeve the entire game! I love the Hero card sleeves (they are very very nice), but I can’t sleeve the bad guys cards without having to use/buy a separate set of sleeves (I think I have some leftovers from Thunderstone Quest I can use).

There’s also two expansions that came with the Kickstarter; these are just more heroes and more villains.  We’ll (probably) review those separately later.

I admit I was a little underwhelmed by the extras.  The only thing I’d say you should probably get is the “bad guy” mat, but even then, I thought it was too busy (from an art perspective).   The sleeves were nice, but realize that they ONLY sleeve the Hero cards, and you’ll have to get more sleeves for “bad guy” cards!! The player mats were the biggest disappointment: they were too tall and needed some reorganization … I’d only get the player mats if you love this game. 

The only thing you HAVE to do is make sure you sleeve the Turn Order cards (either with the given cards or some others).  These cards get handled SO MUCH as you play.

Rulebook

This is an excellent rulebook.  It’s “essentially”, in many ways, a copy of the Astro Knights: Eternity rulebook in turns of layout and progression.

The rulebook gets an A- on the Chair Test.  It opens up and lays flat on the chair next to me, making it easy to consult.  It has big fonts, lots of pictures, and is easy to read.  It’s very easy to consult on the chair next to me. I wish the font were just a little bigger.

The Components page has pictures with annotating text.  

Even after pointing this out in the Astro Knights: Eternity review (see here), they still don’t note that the Turn Order cards are in deck 1A!!!!  I think this will still confuse some people, as they expect them in hand (before opening anything … remember: all decks say STOP! At the top, so you are reluctant to open anything right when you get the game).

One huge mistake the rulebook still makes (and we had the same problem with Astro Knights: Eternity) is not addressing how to play for the first time UP FRONT!!!  See ON PAGE 28, there’s a small sentence that says: “To play our expedition, skip reading this rules section for now…” … however, in order to play the game you still kinda have to start opening decks up!    It would have been SIGNIFICANTLY BETTER if the rulebook, on page 2, said something like “To play and uncover all content in this game, you will need to play the pre-written expedition! See page 28!”  Since I had played Astro Knights: Eternity and had to suffer through this already, I knew how to do this.  New players may not. Caveat Emptor.

I like how the rulebook has summaries of the cards immediately after the Components page.  I also like how the “new rules” are emphasized in Red above … The Assist keyword is a new rule (but not if you know Astro Knights: Eternity … that was kinda/sorta/not really like the Bolster keyword … it’s still newish for some people).

It is interesting how the set-up isn’t until halfway through the book … still, I think it works.  If you have the mats, like I do, this isn’t AT ALL what my table looked like.  Oh well.

The end of the book has keywords summaries: it’s not an Index, but it’s probably as good as we can hope.  I consulted the back of the book several times during gameplay. 

Overall, this was an excellent rulebook full of good examples.  I wish they had addressed the first play issue better.  Especially since I didn’t get the First Play Sheet (see later).

Unboxing and Gameplay

This is a actually a pretty thick box; see Can of Coke above for perspective.

It’s about half the width of a Ticket To Ride size box.

This is a cooperative deck-building game, so there are a lot of cards.  See above. 

The expedition book will tell you when to open the decks above.  The game has a campaign (called an Expedition) which will allow you to open up and see all the content in the game over 4 games.  This is a completely resettable campaign (as I did reset everything after playing it solo).

Each Player takes the role of a Hero from the Invincible universe.  If you don’t know the Invincible universe, you aren’t alone.  I know it from collecting comic books for years, and many people know it from the recent animated show.  None of my friends knew this universe.    Each character is kind of different (some have more slots, more hit points, faster power chart), but what distinguishes each character is their “special power”.

If, for example,  you look closely at Robot above (and yes, that’s his name in the comics), you’ll see written in blue (corresponding to the power chart) his special abilities: Stun each Enemy or Gain the top two Tech supply…

This is a deck-building game, so every player starts with a “crappy” hand of cards that they will upgrade and cull as the game goes.

Like most deck-building games, you can buy cards with Fuel to get better FuelTech, or Weapons!!  The six piles above form the market; the top two piles get you better Fuel (purple) the bottom three piles give you better Weapons (orange) and the the upper right pile gives you Tech (green).

The interesting thing about this market is that every deck is full of different cards.  If you are used to Aeon’s End or Dominion, where every deck in the market has the same cards, that’s not what you get here! Each card in a deck has a similar cost and “flavor”, but they are all different.

Every game has a “bad guy”, the first is The Flaxans (see above).

Usually, you have to bring the “bad guy” to 0 hit points to win the game; this is denoted by a health dial.

At the same time, you are protecting the city!  You are a superhero after all! If the city ever goes to 0 health, or all heroes are reduced to 0 health, players lose!  

The expedition has four chapters (each a self-contained game), each with special cards and envelopes.

Overall, this game has a lot quality components!

Where’s My First Play?

Where’s my First Game Setup sheet?  I did not get one!  I am VERY SURPRISED, because the Aeon’s End games (made by the same people) have amazing first play sheets! Am I the only one who didn’t get one?  Hopefully, if you get this game, they will have rectified this issue.

Art: Is This a Coloring Book?

So, I love the art of the original Invincible comic:  It feels clean without being too messy.  That art really complements this universe.  See some covers and inner pages above.

Unfortunately, I feel the art in this game is more … anemic.  Compare the Atom Eve and Invincible characters (above) to covers from the comic!  The player art in the game just seem … lesser.  To the point that it bothered me.

And Robot feels so anemic (above), he feels like a page from a coloring book!

From just one frame in the comic, Robot looks great! But the character in the game made me cringe. “How could I explain this to my friends?  This looks like a coloring book!! Really, though, this is a great comic!!”

I was told by my friends to mellow out, as the game art is more consistent with an animated series anyways. So, the art we are seeing is more like the animated series. I guess.

Maybe this is just me, but I would have loved this game a lot more if the art had been … more like the comic book than the animated series.  (To be clear, even though Invincible: The Hero Building Game didn’t have art that quite as good as the comic, it was still significantly better: see review with lots of pictures here).

Decide for yourself.  To be clear, I like the game, but I don’t love the art.

Solo Play (true solo)

There are two ways to play solo (thank you for following Saunders’ Law)!  

Our first play was true solo, where the solo player takes control of one character.  See above as Invincible battles the Flaxans alone.

There is a major difference in the true solo game: the Variable Turn Order deck is changed!  Instead of having 6 cards, there are only 5!  The Villain goes twice as normal, but the Hero only gets to go three times (as opposed to four turns in any normal game).  See above.

I think the idea is that the Hero gets a chance to refine his deck much more quickly, so that he has to be limited to three turns for balance.  The problem is, I think the solo mode is fundamentally more fragile.

My first true solo game was a massive bummer: I lost my being reduced to 0 hit points very quickly.  My second game was much better, and I think I just barely lost.  

The problem is,  the true solo game is very fragile.  In a 2 to 4 player game, there are multiple players with multiple hit points, so there are 20 to 40 hits points total distributed among the players!  In the solo game, the solo player has only 10 hit points (or less)! If the randomness of the game is too much, the true solo player will take that 10 hit points and die quickly!   And that’s what happened in my first solo game.   The other problem is that with multiple characters, one character can be reduced to zero hit points and still be useful as long as someone still has hit points! With one character, that will never happen.   

We saw this same problem in the app for Aeon’s End: the solo player gets fewer turns.  And frankly, I don’t play the app solo anymore because of this.  The true solo game is just too fragile and it’s too easy for the randomness inherent in the game to overwhelm you.

If you really want to try the true solo game, a simple house rule might be to allow the true solo character to double the number of hit points (have 20 hit points).   At least then it will allow the solo character to absorb more of the damage before dying (simulating multiple characters taking distributed damage).  I am surprised this isn’t built-in to Invincible: The Card Game; I know some games, like The Heroes of Terrinoth, where they balance the game by giving fewer players more hit points.

I probably won’t ever play this game true solo ever again.

Solo Play (Two-Handed)

Ah, but two-handed solo was much more fun!  The solo player alternates between two characters like a 2-Player game: this is the way this game was meant to be played!  Two characters who can assist!  Characters who can keep playing even after the other has been down to 0!  More hit points to take damage from the bad guys!  And four full turns for the heroes for every two turns of the bad guys!

This is the way I played the Expedition solo: Two-Handed Solo.   I recommend you play Two-Handed solo if you wish to play; it’s the way the game was meant to be played.  The only real downside to Two-Handed solo mode is there is more maintenance: you have to maintain two hero decks/stats as well as maintain the “bad guy” decks/stats.  There’s less maintenance in the true solo mode (as you only operate one hero), but (as you now know) that true solo game is much more fragile.

Solo Expedition

The Expedition is a series of 4 games (or more games if you lose) that you play in a row. (If you lose, you just play again with some adjustments).   New cards, new abilities, new heroes, new villains, and just new stuff comes out after every game of the Expedition and augment the next game!! By the time you get to the final game, you are playing with a lot of cool new stuff!

SPOILERS BELOW:  for the rest of this section, we’ll be discussing and showing pictures of the the chapters 1-4 of the Expedition.  Most of this won’t spoil too much, but if you want to be completely surprised, skip to the Cooperative Play section.

Chapter 1: Invincible and Atom Eve

The first Expedition game has us fight the Flaxans: it’s the only enemy you have when you first unbox your game!  I chose Invincible and Atom Eve to be partners in my first Two-Handed solo game of the Expedition!  They did great and were able to take down the Flaxans.  Atom Eve‘s special power seems very specialized, and I didn’t find myself using it at all (it’s very city based). Invincible‘s special power was more interesting and I used it at least once.  To be fair, I didn’t need to use the Special Powers too much, because the first game is simpler.

This is really just the base game with nothing special.

Chapter 2: Rexsplode and Robot

For Chapter 2, you fight the Titan!  He’s all about damage reduction!  And this Chapter also introduced something called Inventions!  Basically, Inventions are a card only you can buy, but you get to choose it at the start of the game; it allows players to strategize a little on what their characters may focus on.

Titan’s really hard to do damage to!

To change things up, I had Rexsplode and Robot fight the TitanRex has a very weird power (use a weapon twice, but blow it up), and so does Robot  (he grabs tech)

And we saw exactly the situation we discussed earlier in the True Solo section!  Robot was reduced to 0 hit points, but because Rexsplode was still alive, Robot kept fighting!  Even Rexsplode was down to 3 hit points, but they emerged victorious!   I think part of the issue that they didn’t do better was that I didn’t use their powers very well.  

The Inventions were interesting, but not a real game-changer.  It’s just one more card you can buy.  It does give each hero some focus, though, and some chance for discussion/interaction when you choose, so that helps cooperation.  Note above that I put the Inventions on the LEFT of the mats (instead of under the character).  Again, the player mats could have been better.

Chapter 3: Monster Girl and Duplikate

Chapter 3 introduces Monster Girl as a new player character.  The “bad guy” now is Sinclair!

Monster Girl and Duplikate went after Sinclair!  

Something new from this chapter: The Combo Powers!  Each player gets to chose a Combo!  The Combo Powers are interesting because they allow your partner a special action whenever you do an action! For example, when player 2 activates their ability, player 1 gets to draw two cards!  And when player 1 attacks with debris, player 2 powers up!   

Monster Girl and Kate (with their Combos and Inventions) were a great pair! They handled Sinclair and all his crazy machinations!  And this was the first game when I really feel like I was very strategic and took great advantage of both the Special Powers and the Combo Powers!  Both Monster Girl and Duplikate did a great job of helping each other all the time! This was by far my favorite game of the Expedition.  It was just fun!

If Inventions were pretty good, I think The Combo Powers are a bit of game-changer (in a good way), especially if you can harmonize so that the characters combo powers really reinforce each other!

This was my favorite game of the Expedition.  The villain was still hard and interesting, but the Combo Powers stepped up the game for me!

Chapter 4: Monster Girl and Duplikate

By this point, I had tried all the heroes.  I had so much fun with Monster Girl and Duplikate, in my previous game, I took them for the final run against Omni-man!

Chapter 4 introduced the Team Attacks.  You get to choose one of six (I think).  See one of them above.  Basically, your characters can choose to do one of these three sacrifices on their turn.  If, all three sacrifices have been done, players can choose, at any time, to get the reward!  The coolest part is that you can choose WHEN to get the reward so you can make sure the sacrifices are timely and not in vein!

Omni-Man is a VERY different villain, as you basically have to stop him from destroying earth with his catastrophes!  Basically, you have to make a TON of sacrifices as you play!

This was a super cool way to end the game.  Monster Girl and Duplikate did a great job making sacrifice after sacrifice to save the world!  And they did use the Team Attack, but it wasn’t as game changing as we had hoped.

It was fun to save the world!

Putting It All Back Together

After I was done with the solo campaign, the Expedition book gave us directions on how to put the game back to its pristine state;  I reset the campaign so I could play cooperatively with my friends.  Every card has a notation about which deck it came from (see above).

Cooperative Play

Invincible: The Card Game took over my game table for a cooperative game for a game night.  

The Assist keyword was the hit of the night!  Everyone loved the idea that they could help someone else out when it wasn’t their turn!  And the Afterburn effects were also a big hit!  (I didn’t talk about Afterburn too much, because we already saw in Astro Knights: Eternity,  but Afterburn was great in our solo games).

The cooperative game worked, even though we lost.  We had fun and would play again.

What I Liked

Universe.  I really do like this universe! Retheming Astro Knights to this universe really did work.

Assist:  I think Assist was what Bolster (from Astro Knights: Eternity) wanted to be. Assist is easy to explain and easy to play: when it’s not your turn, you can offer an ability/something to another player!  Take a look at some of the cards above. This one thing really boosted my assessment of Invincible: The Card Game!  It makes the game more cooperative, more interactive (as you pay more attention to other people’s turns), and generally makes the game more fun! (Bolster was the idea that when someone else had to discard, you could get something.  It was clumsy and harder to use.  Assist is what we wanted but didn’t know it).

If there were one thing that elevates Invincible: The Card Game above all the Astro Knights or Aeon’s Ends of the world, it’s this.   (Put Assist with Friends and Foes module from Aeon’s End: Descent, and you might have a Top 10 game!)

Afterburn: The Afterburn effects are really a neat thing.  Sure, we saw them in Astro Knights: Eternity, but they work great here too! It’s just another choice you have when buying a card to help future you!  

Things I Didn’t Like

Time: I have played this game a LOT.  I don’t think I ever saw a game anywhere NEAR 60 minutes.  Except maybe that pure solo game when I lost so quickly! That 60 minutes for estimated time seems off by about 2x.  90-120 would have been better?  Maybe, maybe, after you have read all the cards and know everything in the villain and box you are playing, sure.  But a new game with new rules and a new Villains (which is what you want to keep the game fresh)?  No way for 60 minutes.  

Art.  I love Invincible and I love the art of the original comic book.  The art is in this game seems anemic and more like the coloring book version of the universe!  Maybe this is just me.  My friends told me to mellow out; it’s more like the animated version.

Player Mats:  I had so many problems with the Player Mats; I think they should be redesigned. (see our discussion in the section at the beginning). Another problem is that all mats have the be symmetric, but sometimes when I lay out cards next to my friends, I want the layouts to be mirror images!  For example, the Combo Cards should probably be NEXT to each other so that’s it’s easier to remember when to activate them! Bah, maybe I’m just grumpy and you’ll be perfectly fine with the mats.  But I think I struggled with almost every decision they made.

True solo: I think the True Solo mode is too fragile.  I think an easy fix might just be to give the solo character double the hit points. I am also reminded that Aeon’s End: Descent had a solo mode with that DIDN’T use fewer player actions, and it worked just fine (so fine that it made the #3 spot on our Top 10 Solo Games of 2024), so I really don’t think you need to only have 3 player action cards.  Ugh.  

Variable Turn Order: We’ve said it many times! There are problems with Variable Turn Order games!  See out discussion here:  A Discussion of Variable Turn Order and Ways To Mitigate Its Randomness! In all of our games, we did have to use our ad-hoc house rule of never letting the Nemesis have more than 2 turns in a row (at least twice).   (I did note that some of the Afterburn effects allow you to have some choice on the Variable Turn Order deck, so I appreciated there was some mechanisms in the game to affect that, but it’s still pretty random).

Conclusion

I’ve been grumpy a lot this review; I think that’s because I know this game and this system fairly well, so I have some experience with what seems to work.  But don’t get me wrong, this is an 8.5/10 game for me.   And the Assist keyword is probably my favorite new thing in this system!  It really facilitates cooperation!!!  (I am so glad they kind of “jettisoned” Bolster)

There are just some things that could have made this a 9/10 for me!  I just don’t think this will ever be a 10/10 for me because of Variable Turn Order issues (unless they find some way, like Fate Tokens, of mitigating it).

The Expedition is a fun way to reveal all the content of the game! And four chapters (games) seems just right as the length of a campaign! Any longer and it seems too much, any shorter and it leaves you wanting more.   

And the game says you CAN play this Astro Knights.  I guess I never got that far? I still have at least two expansions to play before I even get anywhere near that!

Forbidden Pandemic Island: The Card Game! A Review of The Four Doors

What do you get when you cross Pandemic with Forbidden Island and make a card game?  You get a cooperative card game named The Four Doors!

This cooperative card is designed by Matt Leacock (of Pandemic fame) and Matt Riddle and Ben Pinchback (of many games, but the one I know best is Legends of Sleepy Hollow: See our review here).  The Four Doors is a light little cooperative card game for 1-4 players and takes about 30 minutes to play.  If you have played Forbidden Island (a light little cooperative tile-laying game) or Pandemic (a heavier cooperative game), you might be saying … “Heeeeeeey, this kinda feels like those games a little…” … and you’d be right!

Let’s take a look!

Unboxing and Gameplay

I ordered this directly from the Happy Camper website (the publisher) about 2 weeks ago?  It arrived fairly quickly (late August).  See above!  It looks kinda neat, but it’s relatively small!  See Can of Coke for scale.

The object of the game is, as a a group, to retrieve the sacred relics above!  Yes, they looks shiny because they are foil covered cards.  They are pretty neat! And yes, this “gather 4 items” kinda feels like Forbidden Island or Forbidden Desert … you gotta collect some exactly 4 things and it’s an action point game!  (You only get 3 actions per turn!)

To win, you have to bring the 4 relics to the light house and turn it on to win!  (sarcasm mode on) This is COMPLETELY unlike Forbidden Island or Forbidden Desert where you have to return to the launch pad to win (sarcasm mode off).

And you have to turn the lighthouse with a special card! It is pretty cool with that foil.

… just like you need to activate the helicopter/flying machine to fly away in the Forbidden Games…

Players each take the role of one of the characters above, each with a special power (yes, like Pandemic or the Forbidden games). But the powers are pretty cool and a little different.

To retrieve a card, you have to have and discard 4 cards of the same color at a door.  (Yes, more Pandemic and Forbidden analogies).  These are in a deck that you get 2 cards from at the end of each turn.

There’s some special cards you can use (spells) which you can play at any time (not just your turn), but then they are not discarded but put in place (the Hollow) where they (usually) can’t be brought back!

The Four Doors (that’s the name of the game, remember?) are laid out in a column: see above.  Your pawns move up and down the column and you can only retrieve a colored relic at the appropriate door.

So where’s the Bad News?  This is a cooperative game after all!  Every turn, the same cards that help you also come out and hurt you!  The same deck is used for both good cards and bad cards!  It just depends on which phase you draw them!! When drawn and played as Bad News cards, these cards “further open” the rift which may seal the door forever!    If you ever get 4 of these Bad News cards attached on one side of the door, the  doors gets half-shut … then closed forever!  If you haven’t gotten the relic out before the door closes forever, you lose!

The cards attach at the sides, depending on what’s at the bottom of the card: see above and below.

Three cards attaching to the doors should feel reminiscent of Pandemic

Every time the good news/bad news deck recycles, the difficulty goes up: this chart (above) dictates how many of the colored cards attach to the doors in the bad news part of the turn!

If you retrieve all 4 relics and bring them to the lighthouse before the doors close forever, you win!

Solo Mode

Congratulations to having a solo mode!  (Thanks for following Saunders’ Law!)

The solo game is documented on page 9 of the rulebook.  This is a true solo game; the solo player operates one character (but see below).

The only real difference is that the solo player has another action they can take: Swap Adventurer!   This allows the solo player to invest in another character whose special power may help him accomplish a short turn goal easier!

So, I kinda put the adventurers off the side so I could see all their special powers.

I started my first solo game with The Summoner! See above! She makes it easier to get cards you need to get relics!

And I started at novice, and boy I crushed this game.  I didn’t need to start so easy!  I also never used the Swap Adventurer once because The Summoner was so good!  She just gets the cards I want from the discard, so I never needed another adventurer!!  I started thinking about “optimal ways” to use the Swap Adventurers to best effect, which I think might be fun once the game gets harder!

Luckily, it’s easy to adjust the difficulty level by simply getting more cards attached to doors per turn (see card above).  Instead of starting on Novice, I should start on Standard, or Heroic, or Epic…

I felt like the solo mode worked well.  I felt NO NEED to try this 2-handed solo (although it would be easy to); the solo mode seemed to work well. This is VERY UNLIKE the solo mode from Lord of the Rings: Fate of the Fellowship from a few weeks ago (see review here);  I did NOT like the built-in solo mode there! I do like the built-in solo mode here in The Four Doors.

I kind of dig that you can switch adventurers to really try some fascinating in-game power switches.  I am worried this may be overpowered, but hey, if it’s too easy, just adjust the difficulty!  It’s easy to do that!

Cooperative Game

The cooperative game went well.  We played as 4-Players.

The game is open-handed, which means all information is shared!  See rules above.  I love that shared information in cooperative games!  It makes it really easy to coordinate and talk.  “Ah man, I need a red card! Wait! I see you have one!! Maybe we should meet!” I personally think this shared-information type game is much more cooperative and interactive as players can talk strategy much easier if they can see everything!  Full information does have the downside that it can invite the Alpha Player to join you, but Alpha Player Syndrome is not a usual problem for my groups.  I suppose it is something to be wary of here.

The opportunities for sharing and doing clever card combos came up quite a bit!  Between the character’s special powers, the spells on cards, and special powers on relics, we were able to pull off some really cool combos!  And the discussion came from everybody; someone might see a special combo others didn’t see!  “We need to get that relic before the door closes!!! Help!”  “Oh! Use my TELEPORT!!”

There was quite a bit of discussion and cooperation; that was really fun for us. 

I was also pleased to see that everyone got a relic, which meant everyone had an “extra” special power.  These relics have pretty neat powers too … and they also help contribute to the conversations of combos!!

Overall, this was a hit cooperatively.  Everyone had fun, there was a lot of interaction and discussion, and the combos we pulled off made us all feel smart! 

Good times.

Reactions

Andrew: Fun, 6/10
Sam: Fun 7.5/10
Teresa: 7/10
Richie: 7.0/10 solo, 8.0/10 cooperatively

My rating was initially a 7.5/10 for cooperative play, but the more I look back on my experience with my friends, the more fun I realized I had as we played!

Which One?

Which game should I play?  The Four Doors is very much like Pandemic, Forbidden Island, and Forbidden Desert.  Where does it fit in with those?

I think it depends on what you are in the mood for.  From a complexity point of view, I think Pandemic is the most challenging and complex game, Forbidden Desert is next, The Four Doors, then finally Forbidden Island.  If you want a game that is little bit more than Forbidden Island, but not too much more, The Four Doors is a great choice.  To be fair, I think all of these games are great choices.

Conclusion

I should just called this review The Four Doors: The Forbidden Pandemic! It sounds like a forbidden dance of love! But it’s not; The Four Doors a cooperative card game that feels like Pandemic/Forbidden Island/Forbidden Desert. I do think it’s different enough from those games that you can buy it and not feel like “they are all the same game!”. I think The Four Doors is a nice cooperative game to bring out for someone who is just above Forbidden Island, but maybe not quite ready for Pandemic or Forbidden Desert.

This game is easy to learn, has a great table presence, and can be a jumping on point to learn cooperative games.  It’s a little more complex than Forbidden Island, but I think it can still be a pretty good starting point as a cooperative game.

Even though this is an “easier” cooperative game, the cooperation, interaction, and combos that emerge from the game will also appeal to more sophisticated gamers.  It’s a good cooperative game!

I’d say the solo game is good at 7.0/10, but the cooperative game is better! I’d personally give it a 8.0/10, but as a group, my friends probably average this at about a 7.5/10.  Still, that’s good!

Top 10 Cooperative Roll-and-Write/Flip-and-Write Games!

When most people think of roll-and-write games, they think of games like Yahtzee!  See above!  Players roll dice, mark things off a sheet, and try to get the best score to win!  Surprisingly, there have been a considerable number of cooperative roll-and-write games over the last few years! That’s right! Players roll dice and cooperatively mark-up sheets to solve/win together!  Now, flip-and-write games are very similar; instead of rolling dice, you flip up a card to show what you are dealing with.  It’s the same idea, it’s just the randomness is a deck of cards instead of some dice!  

Below, we list our Top 10 Cooperative Roll-and-Write Games!  We also rate each game from 1 to 5 on how cooperative it is, with 1 being “multiplayer-solitaire” and 5 being “very cooperative“!  We also note if the game works solo: surprisingly, not all play solo!  Most roll-and-write games are about getting the best score you can collectively, but some have a more precise win condition!

10. Legends of Storm City


Supports Solo?  Yes
How Cooperative? 2/5
Player Count? 1-4
Print and Play? Only means available
Type?  roll-and-write
Win Condition? Defeat all Elite Villains or Deactivate the Main Plan

This roll-and-write has a special place in my heart, because it was the first print-and-play I have ever done!  And boy, was it a learning experience!  It also has a cool Superhero theme!

In the end, I liked the game a lot more that my friends; so that’s why this makes the bottom of our To 10 list.  

I liked the way this looked, and I loved the Superhero theme!  Take a look at our review of Legends of Storm City to see if this is something you might like!

9. Mmm!

Supports Solo?  Yes
How Cooperative? 2/5
Player Count? 1-6
Print and Play? No, must buy box!
Type?  roll-and-write*
Win Condition? Mark off all the food!

This is a little bit different than most roll-and-writes on our list: it’s intended for kids 5+, so it’s pretty simple.  The kids roll the dice every round and mark off food before the cat reaches them!  The cat only moves if some piece of food isn’t completely marked off, so kids have to learn when to push their luck and when to stay!

This is also a little different because the “write” part of roll-and-write is “mark-with-a-token” rather than write-on-a-piece-of-paper.  See above.  But it’s the same idea: you are just marking up a board!

It’s also interesting that the board is shared cooperatively among all players, so players will need to talk to help each other “set-up” the board for them on their turn!  This is a Renier Knizia game for kids, but it is kind of a neat little roll-and-write kind of game, even if it’s not “quite” roll-and-write … more like roll-and-mark!

8. Roll or Stand: Forbidden Adventures

Supports Solo?  Yes
How Cooperative? 1.5/5
Player Count? 1-100
Print and Play? Only means available
Type?  roll-and-write
Win Condition? Make it through all 4 puzzles on a page!

This roll-and-write has 4 puzzles per page, and has a “blackjack-like” mechanism where you push your luck to get more actions and more directions!  But if you get a number that busts, you lose an entire set of actions!  

Each player has their own sheet and uses the dice as given to them, so it’s mostly multiplayer solitaire!  There is a mechanism for sharing, but resources are so limited in this game, we found that we didn’t really use the sharing too much! That’s why it’s 1.5/5 for cooperation … this is a mechanism, but we found we didn’t really use it!

Still, there’s a really neat physical aspect to this roll-and-write as you have to use the numbers marked to move around one of the four puzzles!  See above!  All-in-all, this is a pretty neat roll-and-write game!  See our review here of Roll or Stand: Jurassic Adventures to see if this might be right for you!

7. Mission Control: Critical Orbit

Supports Solo?  Yes
How Cooperative? 4/5
Player Count? 2-4
Print and Play? No, must buy box!
Type?  roll-and-write
Win Condition? Success in mission!

This is an interesting perturbation on roll-and-write games: First, there’s no solo play!  This is only a 2-4 Players game! Second, one player (Mercury) hides information behind a screen, and the other 1,2, or 3 players each operate some other boards!

This is also a polyominoes game, where the Mercury player has to fill in a grid!  It’s a weird cross-section of roll-and-write, hidden information, cooperation, and polyominoes!  But it’s really fun!

6. Escape: Roll and Write

Supports Solo?  No (but you can simulate solo my playing as-if it were a 2-Player game)
How Cooperative? 2.5/5 
Player Count? 2-4
Print and Play? No, must buy box
Type?  roll-and-write
Win Condition?  Collect enough gems and all players need to be on their end space!

Those of you who know the original Escape: The Curse of the Temple game might be confused by this: “There’s a roll-and-write Escape game?”  Yes! 

It even uses the same dice as the original Escape game!  This roll-and-write is all about the active player rolling dice, using them to move around the temple, and the remaining dice are used by everyone else!  So, there’s some cooperation and discussion about which dice the active player takes!   It’s not super cooperative, as each player moves through their own board separately, but there are still some elements!

This game didn’t take the world by fire, but it’s colorful and fun!  See our review of Escape: Roll & Write to see if this is a game you might enjoy!

5. Luddite

Supports Solo?  Yes
How Cooperative? 1/5 
Player Count? 1-100 (1-4 in base box, but you can keep expanding)
Print and Play? Yes, but there is also a boxed version with really nice components!
Type?  roll-and-write
Win Condition?  Move your hack marker to the end, making sure you do enough damage along the way!

This game is probably the least cooperative and least interactive game on this list!  It’s cooperation is really to average the scores of all players and make sure that average exceeds a threshold to win!  That’s the only cooperation! 

Other than the averaging scores, this game is pretty much multiplayer solitaire!  See above! So, why did this make our list?  Firstly, some people can suspicious of cooperative games: this is a first game that’s easy for people who want to put one toe into the water of cooperative game!

Secondly, this game has quite the story, in either graphic novel or movie form (see above)!  This story really keeps everyone involved in the game!   Luddite can be a real interesting experience if you let it!  See our review of Luddite here!

4. Zombicide: Gear Up

Supports Solo?  Yes
How Cooperative? 3/5 
Player Count? 1-6
Print and Play? No, must buy box!
Type?  flip-and-write
Win Condition?  Take out the Big Bad!

This is a gorgeous flip-and-write in the world of Zombicide!  The components are really great with nice dry-erase boards and cards!   This game is very thematic, as it simulates zombies invading your personal space! But in a flip-and-write game!

Each player deals with zombies on “their board”, but can help out their neighbors (on adjacent boards) using ranged weapons!  This is surprisingly cooperative as you have to decide (with your group) who takes which zombies, and when to use your limited resources to help your neighbors!  

Zombicide: Gear Up went over surprisingly well with our group!  It really felt like zombies were invading … in a flip-and-write game!

3. Roll For Great Old Ones

Supports Solo?  Yes
How Cooperative? 2/5 
Player Count? 1-4 
Print and Play? Yes, but there is also a boxed version with really nice components!
Type?  roll-and-write
Win Condition?  Take out a Great Old One!

Players roll dice and must each choose one of the dice to use on their sheet!  The cooperation comes out in having players decide, collectively, who gets what dice!  After that, each player focuses on their own board to do things!

The art is a little odd, but this game is surprisingly thematic! This game made our Top 10 Solo Games of 2023!  Check out our review of Roll For Great Old Ones to see if this is something you might like!

2. Find the Source!

Supports Solo?  Yes
How Cooperative? 3/5 
Player Count? 1-3 
Print and Play? Yes, but there is also a boxed version with really nice components!
Type?  roll-and-write
Win Condition?  Find the Source! … then get the best score you can.

Find The Source was a game from Kickstarter; it was originally a print-and-play, but the Kickstarter upped the ante and delivered a very nice production with nice art and high-quality board!   See above!

The solo game is quite fun, but the cooperative has players sharing resources easily for one action point.  There’s still a lot of multiplayer solitaire on your own board, but the sharing of resources and hacking inspires a lot of cooperation and discussion!

This was really fun to play!  It even made our Top 10 Solo Games of 2023See our review of Find the Source to see if this is for you!

1.  Super-Skill Pinball: Ramp It Up! (Pin Pals)

Supports Solo?  Yes* 
How Cooperative? 5/5 
Player Count? 1-4 (but really only 2 or 4 players for Pin Pals)
Print and Play? No, have to buy box!
Type?  roll-and-write
Win Condition?  Get the best score you can collectively: it’s pinball!

This is a weird choice for #1 for many reasons!  First of all, there’s only one cooperative scenario of the four in this box!  That is the Pin Pals game! The rest of the scenarios are solo/competitive!  Second of all, the cooperative game is really only for 2 people (although you can have two groups of two playing at the same time), so it has limited playability!

Despite these limitations, this was our favorite cooperative roll-and-write game!  You mark off things to help your compatriot all the time as you are playing!  The game moves so quickly!  It feels like pinball!  This was very interactive as we both played pinball on our own boards, but talked as we tried to give each other bonuses!

The wrestling theme was goofy, but worked really well as we “tag-teamed” each other, marking off bonuses for each other as we played!  Even though there is only one cooperative scenario in the box, it was worth it!  I highly recommend the Super Skill Pinball system and the Pin Pals board as a cooperative roll-and-write!  It just moved along so quickly and cooperatively!





Leviathan Wilds: More Stuff! A Review of the Deepvale Expansion

Leviathan Wilds has a special place in my heart!  It actually had to go up on Kickstarter twice to get funded originally!   It did well the second time it went up, but it was touch-and-go whether this would do well enough to fund on Kickstarter!  Luckily, it did!  Leviathan Wilds (the base game) was on my #3 on  Top 10 Anticipated Cooperative Games of 2024 and was #3 on my Top 10 Cooperative Games of 2024!

When the Deepvale Expansion went up on Gamefound, I was pretty much all in!  Leviathan Wilds has gone over great in my groups, both with gamers and people who don’t usually like cooperative games!  See our original review here!

Let’s take a look!

What Came In The Mail?

The Kickstarter actually came with three major pieces; deluxe components, upgrade kit, and the expansion itself. See above.

Deluxe Components Pack

The Deluxe Components pack upgrades a lot of cardboard tokens in the game and a few other things.

What’s in here? See above!

The Rage Track upgrade is now dual-layered.  This pack may be worth it just for this?

There’s a metal coin for the Gambler.

This is the silliest upgrade; the marker tokens are now CLEAR red plastic instead of OPAQUE red plastic!

The tokens go go from cardboard to acrylic.  I love acrylic tokens, but can you tell the difference between the two above?

Similarly for the mushrooms: acrylic tokens are nicer, but it’s hard to really tell the difference.

The upgrade I didn’t expect: the dice! I thought the original dice (left) were great, but apparently they don’t work for color-blind people, so the dice on the right are easier to distinguish!

Oh ya, and a nice wooden first player token (Sage the turtle!)

Do you need the Deluxe Components?  Not really!  They are great, and I am glad I have them (partly because I like the game so much), but you would do just fine with the base components.  Decide for yourself.

Upgrade Kit

What’s in the upgrade Kit envelope?    Basically, errata and upgraded cards for upgrading from v1.0 of the original game to v1.1!

Interestingly, the Gambler token (wood) is also included!  So, you can choose the wood Gambler token (here) or the Metal one (from the Deluxe Components)!  So silly to have both.

There is an upgraded rulebook:  It generally looked the same, but it had an extra 4 pages:

One pack of cards just replaces some cards that needed updating/fixing.  See the “new” card has the left up-arrow in the lower left corner.

I am actually chose to keep both rulebooks, but labelling the v1.0 rulebook clearly! See above!

How many times have you wished you had another rulebook while playing?  Now I do!

The upgrade kit is what you expect: a slightly better rulebook, a few replacement cards, and yet another Gambler token.

Deepvale

THIS is the cool thing!  It’s just more content for Leviathan Wilds!

There’s a new book with 7 new Leviathans!

The Leviathans here are maybe even a little creepier than the original Leviathans!  See all 7 above!

There are, of course, new Rage decks for each Leviathan.

There’s a new Climber: Edge.  (I joked there should also be a Bono Climber as well.  No one laughed.)

There’s also a new class called Harvester.

The Harvester has a die that keeps track of “when can I get the double-sided action card”.  This is a fairly new, if not particularly novel, new class.

Basically, this Harvester card sits on the side, and you have to “work” to get it, but it’s pretty cool!

This is a just a “more stuff” expansion! New Climber! New Class!  And 7 New Leviathans!

Solo Play

Like before (see our original review of Leviathan Wilds), I still prefer playing Leviathan Wild’s solo mode by playing two-handed: ie. play two climbers and alternate between them.

The new first player token makes it a lot easier to keep track of whose turn it is when playing solo!

The very first Leviathan doesn’t seem that hard, but I barely lost on the last turn! I couldn’t get out with the key!

Basically, the opening Leviathan is already a little harder (Level 2 difficulty), as you have to take care of all the crystals AND get out with the key!

I lost with one turn remaining …I couldn’t get out of the cave even though I removed all the crystals!

Still, good times.  This is a great game and I feel like I had to be smart about using my resources and knowing when to push forward.  I am still learning how Edge works, but he’s a great addition.  This is still Leviathan Wilds solo.

Cooperative Play

I told my friend Teresa that I barely lost the solo game, so we had to play it again!

And unfortunately, we still lost playing 2-Player!

The first Leviathan is a level 2 difficulty, and it’s the easiest of the bunch!  Every other Leviathan is a difficulty 3 or 4!  Oof!  These Leviathans are harder!

Nothing broke.  The game still works famously cooperatively. This felt like the same Leviathan Wilds I played so many times with my friends at Dice Tower West, RichieCon 2024, and game nights!

Choice: One Box or Sleeves?

You have a choice to make with this new expansion!  You can either:

  1. Put all the new content into the original box
    or
  2. Sleeve your cards, but have to use both the original box AND the expansion box!

I was tempted to put all the new cards and items into the original box, but once I sleeved the game, there’s NO WAY the expansion can fit in original box.

Yes, it was kind of annoying.

So, if you sleeve (and you want to keep the original inserts), you need both boxes.

Oh well.  I chose to sleeve the game because RichieCon 2025 is coming up, and Leviathan Wilds was such a hit at RichieCon 2024, I thought I’d make sure it stayed in good shape! So, I have to have both boxes.  I don’t think anyone will play it so much at RichieCon 2025 that I’ll need both boxes, so I’ll just take the original box.

Conclusion

If you like Leviathan Wilds, this is just more stuff for it!  Although the Deluxe Component Pack is cool, you probably don’t need it unless you love the game like I do!  And the Upgrade Kit is “nice to have” (fixing some cards) but again you don’t really need it that much.

The new content from the Deepvale Expansion is just that: new content to extend the life of the game!  Again, it’s not strictly necessary (only one new climber and one new class), but having seven new Leviathans will really extend this game for you.

The new expansion, although not really that necessary, is still nice to have.  There’s plenty of content in the original game and … you probably can be happy with all the stuff in the original game.  Still, I am glad I got this.  Solid expansion: more stuff I like.

Top 10 Solo/Cooperative Trick-Taking Games

Trick-taking games are a genre that’s been around for ages: Bridge, Hearts, and a more gamery games like Rage! We’ve now reached a point where there are a lot of solo and cooperative trick-taking games as well! To be cooperative, every single one of these games has a pretty severe notion of Limited Communication … if you could just communicate anything, most of these games would become trivial! So, most games on this list have very constrained notions of communication! Interestingly, most of these games also have a very constrictive player count, so we take note of that as well! Let’s take a look below!

(We also note that two of these are in German, which required me getting a translation, and a third was mostly German but luckily included English rules!)

10. Park Life

Player Count: 1-4

This cooperative Trick-Taking game is a little misleading because, depending on the version of Park Life you get, there’s a very different trick-taking game! 

The Deluxe Hedgehog version (above) has a different version of a trick-taking game …

.. than The Deluxe People Edition (above)! 

Both games have a solo game, but the game is a little better with more people.  These games are at the bottom of this list because they seem the least developed: they are very cute and have some interesting ideas for trick-taking games, but feels like they could use a little bit of either explanation or work.   

Still, you may play these and fall in love with them because of the cute art!

9. Lindyhop

Player Count: 2-Player Only

This game presents is an interesting theme, as a trick-taking game recreating a dance from 1928 (from the African American communities of New York City).  Two players “dance” with each other, with trick-taking simulating the back-and-forth/give-and-take as players try to “groove” together.

Players traverse a path together, picking up tokens if they land on exact spaces. See above.

Players play cards and the difference in card value is how far they move!  The art is gorgeous (see above) and very thematic: there are even special powers on some of the cards!

The only reason this is a little lower on the list is because there is really only one opportunity to strategize: at the beginning of the game!  But it’s a fun little romp that’s easy to bring out.

8. Claim with the Expansion Claim: Alliances

Player Count: 2-Player Only

Claim by itself is a 2-Player only competitive trick-taking game.

But, with the Claim: Alliances expansion (see above) this becomes a cooperative trick-taking experience!

This is one of the games that was originally in German, luckily I was able to find English rules online!

Since the way to play cooperatively is to use the Alliances expansion, you first have to learn the base game! The game proceeds in two phases, both powered by trick-taking! In the first phase, you play tricks to try and recruit cards for the next phase. The winner of each trick gets the named recruit, and the loser gets the “random” top-deck recruit! The second phase has the players trying to win factions (using trick-taking): whomever wins the most factions, wins!

In the cooperative game, some Alliance cards are added to the mix. During the recruit phase, the winner has to take an Alliance card, which includes bad guys and commanders, and at some point, both sides must have a commander whose factions they MUST win!

This is a little lower on the list because you have to get the base game under your belt before you can play the expansion. But there are some cool ideas in here, including the two phase system and some special powers on some factions!

7. The Fox in the Forest Duet

Player Count: 2-Player Only

This is a 2-Player trick-taking game where players play tricks to move around a forest map collecting gems.

The art is cute and the game is pretty light.  The Communication Limitations are fairly draconian once you have your cards (you can’t even discuss strategy), but you can discuss strategy between rounds. We had fun playing it; it’s a lighter game that isn’t crazy rule heavy.

6. Trick ‘n Trouble (Fangt Doc Crazy!)

Player Count: 3-Player Only

What???? A 3-Player only game???

This is a bit of a surprise as a 3-Player only cooperative game! It has kind of a spooky (silly spooky) theme!

Players try to fulfill tasks based on the cards from “won tricks”: The players have a tableau of tasks to fulfill (see above).

The “trick” in this game is that some of the cards are double-colored, and you can use them as you wish.

This was a surprisingly fun little game, even if the 3-Player only count is a little different.  Like most cooperative trick-taking games, the limited communication permeates and you can’t really talk about the cards in your hand.

5. Sail

Player Count: 2-Player Only

I’ve been able to get Sail to the table a number of times with Sam and Kurt over the past year!  It’s a fun theme as you use trick-taking to help move a ship towards its final destination! 

Winning a trick means “usually” moving the boat in your direction (towards you), but there are many different things that happen along the way! 

Can you avoid the Kraken?  Can you move forward when you really need to?

Using trick-taking as a means to move the ship forward is real interesting mechanism!  If you like Sail, be aware that Sail Legacy is coming to Kickstarter soon!

4. For Northwood

Player Count: 1-Player Only

Yes, that’s right, this is a solo trick-taking game! It sounds like this can’t work, but it works really well! The tricks are “conversations” with fiefs, and you try to make fiefs “friendly” to you by winning them over with conversation! It’s a pretty thin theme, but it works pretty well as a trick-taking schema.

  

This is a tiny little game with super cute art!

There are special powers you can activate!

Winning is a victory point threshold, as you count how many friendly fiefs you obtain (and count the stars)! Because this is a solo-only game, there is no notion of Limited Communication!  This is a really unique little game that I had to scour all the gameshops to find!  I think there were reprints, so I believe this is back in stock!

3. Jeckyl and Hyde vs. Scotland Yard

Player Count: 2-Player Only

The two players cooperatively play the two sides of Dr. Jeckyl and Mr. Hyde, vying for control! 

This is a fascinating idea, using trick-taking as a way to take control of the personality!   To keep ahead of Scotland Yard, the two players must win tricks in such a way as to keep Scotland Yard off their tail!

The two players each play a different side of the personality!

I, unfortunately, was unable to get the English version for some time, so I ended up using Google translate to translate the German text to English!  But this game was so cool, the art was so neat, and it had such neat ideas, I really liked it!  That’s why, despite only having a German copy, this made it all the way to #3!  (And I did finally get the English version: it is available more widespread now!)

2. The Lord of the Rings: The Fellowship of the Ring Trick-Taking Game

Player Count: 1-4 Players

This game has taken my game groups my storm: everyone loves it!  

I played it solo when I was sick, and had a wonderful time going through the whole campaign solo! 

My friends in Las Cruces have played through the entire campaign as a 3-Player game and love it!  See our review here!   I played a bunch 3 and 4-Player games at Dice Tower West with my friends Becca and Tricia and had a ball!

The reason this game is so high on the list is that everyone seems to really enjoy it!  The fact that it can play at so many player counts speaks volumes to the design team!  The solo game is very different from the 2-Player game, which is very different from the 3 and 4-Player game, and yet all the different modes seem to work, and work well!  The theme seems to come through fairly well! My friend Andrew was surprised this was #2 and  NOT #1 on my list!

1. The Crew: Either The Quest For Planet Nine or Mission Deep Sea

Player Count: 3-5 Players (sorta 2-Player)

There are two different versions of this game, but they are essentially the same kind of game. Like Fellowship of the Ring: Trick-Taking game, the game players differently depending on the player count. There is a 2-Player mode, but it’s very clumsy and probably not the way you should play.

Players play tricks, but have to fulfill missions in order to win the game!  The missions give the game focus, and change every game! 

Honestly, even though I have the physical copy of both games (which are arguably the same game), I have played this game SO MUCH on BoardGameArena! During the Pandemic, this was the goto game for me and my friends! It was so easy to just bring this out and play for hours. Something called The Crew brought us together; there is probably some deeper meaning there.

What makes this #1 on the list for me is the brilliant rule that you can communicate WHEN IT REALLY MATTERS! You have a token that allow you to communicate once during your turn, by sharing the lowest, highest, ot “only one” of your hand. This is so unique: all the other trick-taking game have very restricted communication, but essentially there’s none or high-level “strategy” communications. With this one mechanism, The Crew makes it feel like your CHOICES MATTER: It matters when you choose to communicate, it matters when you choose to hold off, it matters!

This is the #1 on my list because I have played it so much more than every other game, and it’s so easy to play online or in person, and you feel like your limited communiques matter.