Cooperative Hacking: A Review of Hacktivity

IMG_3734

Hacktivity was a game on Kickstarter back in June 2022: see link here.   This is a cooperative hand management game for 1-4 players.  It originally promised delivery in February 2023, but didn’t deliver to my house until late April 2024: this makes it over a year late!  

IMG_3737

I was originally a little concerned about this game because at some point there was a Kickstarter update saying they lost their manufacturer! I was worried that this meant we might never see the game, but the Hacktivity people persevered and did deliver final copy! I was actually quite impressed with their positive attitude and communication during the Kickstarter! I’ve had a number of Kickstarters recently with poor communication and it was nice to see someone owning every step of the process!

IMG_5181

Let’s take a look!

Unboxing and Gameplay

IMG_3740

This is a fairly standard sized box (“about” the size of  a Ticket to Ride sized box): see Coke can above for perspective.

IMG_5182

In this game, each player takes on the role of a special hacker. See the four decks above.

IMG_3786

Each hacker has their own board as well: see the boards above.

IMG_3777

Each hacker’s deck is different and has a different emphasis or/and special powers.  See two such decks above.

IMG_3780

The players are interacting with a board (see above) with three separate regions. Notice how nice the plastic components  of each region are! 

IMG_3807

This is a game about managing cards.  The purple cards are the virus cards that have bad effects … we’ll dub these the “bad news” cards.  The blue cards are the player cards that keep the bad news (the viruses) under control.  We’ll call the blue cards the “good news” cards. See above.

IMG_3821

The leftmost board (yellow) keeps track of activity: you move the leftmost yellow cube up as a “bad news” as the games plays.  If all yellow cubes make it to the top (see above), players lose!  

IMG_3810

The middle board (blue) is a place where you can “isolate” viruses that come out.  This isolation defers their effects and makes you deal with them later.

IMG_3811

The right-most red board keeps track of “the strange bug”: this is usually what you are trying to keep under control.  In the first game, you need to keep the “strange bug” in the white area to win.

IMG_5205

In order to win, players (usually) need to make it through all of the bad news cards (purple cards) and all of their own cards (blue) without losing! See above, a winning game!  All bad news (purple cards) are in the discard! And “the strange bug” was kept under control in the white zone!

IMG_5196

What’s interesting about this game is that every turn presents a lot of choices!  The first choice: how many bad news (purple) cards do you take and how many good news (your character cards) do you take?  See above as we choose two good news (ArTeMis) and one bad news (A1).  You have to work your way all the way through both decks eventually, so you can’t always take more good than bad! You have to balance that out!

IMG_5187

Once everyone chooses their cards, everybody flips and has to deal with their cards!

IMG_3806

Every card offers one of two choices.  For the bad news card above, you can choose the top or bottom: either isolate the virus on the blue board (notice the blue circle on the TOP CHOICE) with hope to destroy it later OR you can destroy it immediately, but pay the full cost on the bottom of the card.

But it’s a choice.

IMG_3805

The good news cards (your player cards) are also a choice: the top choice is usually a lesser choice, but with no side effects.  The bottom choice is usually more powerful, but with a bad side effect! On the card above, the upper choice is an attack of 2 on an isolated virus … but no side effect.  The bottom choice is a more powerful attack of 3, but having the side effect of raising the activity (the yellow board).  

IMG_5201

Players continue to play until they meet the winning conditions!  Usually, this means playing though all decks (bad news and good news decks) and keeping “the strange bug” under control!

IMG_3754

Given that the Kickstarter had to switch manufacturers halfway through, the game has really nice components!  My only major complaint is that I wish the cards were linen-finished: you do handle the cards a lot as you play.  But I liked the art and three-part board works well.

IMG_3760

Rulebook

IMG_3743

The rulebook is two-sided: one part is in French and the other in English! It’s much less daunting when you know it’s only 12 pages (with the other 12 pages being the French rules).

The game does pretty well on The Chair Test: The rulebook fits on the chair next to me pretty well.  The rulebook is a little bigger than I wanted, but it still stays open.  The font is a little thin and a little small, so it’s a little harder to read than it should, but it still works: this is about a B+ on The Chair Test.

IMG_3762

The components are well-labelled. See above.

IMG_3763

The Set-up (above) is pretty well documented: this set-up spans two opposite pages, so it’s easy to set-up by just leaving the rulebook open.

IMG_3765

The rules are generally pretty good and well notated.

IMG_3768

The biggest flaw is that there is no index (boo), but the last page of the book has a nice list of symbols.

IMG_3766

I was happy with this rulebook.  This rulebook was obviously a translation, but there were only a few places where that was readily apparent.

Solo Play

IMG_3738

So, the game does have a nice solo mode (thanks for following Saunders’ Law)! 

IMG_3799

The solo game is NOT playing two characters: basically, you combine the decks of two characters (see above as I play BLASSST!!! and ArTeMis!) and just play that one deck (setting up the rest of the game as if it were a 2-Player game).  I was worried about this solo mode at first … “Is this really different from the cooperative mode?”   And it’s really not.  You just have more cards to play through.   I am surprised I like this solo mode: I usually prefer playing two separate characters with two positions (see Leviathan Wilds from a few weeks ago), but this combined-deck solo-mode worked for me.  

IMG_5189

So, the solo game combines two decks and has the solo player become a “cyborg” of those characters (I am taking artistic license here).  See above.

IMG_5205

Interestingly, I played my first solo game when I got the game a while ago, but it took a while to interest my friends!  So I had to remind myself how to play with a few more solo games right before I taught them how to play.  I am happy to say that I enjoyed the solo mode more the more I played it.  It’s only a 40-60 minute game! It moves quickly!  And it was easy to remember how to set-up and play.

I liked Hacktivity solo and I liked the solo mode that came with it.

Cooperative Mode

IMG_5208

The cooperative mode was easy to teach.  The basic flow of the game is pretty simple once you get the idea.  

IMG_5210

I think the least favorite aspect of the cooperative game were the limits on communication.  Strictly speaking, you can’t say much about your hand: you can sort of hint about how much damage you can inflict,  and you can hint at stuff.   As we played, we kind of ended-up slowly moving around this restriction … because it wasn’t fun!  We play cooperative game because we want to talk and interact with our friends: we usually dislike cooperative games with limits on communication. 

IMG_5211

There are a lot of little icons in this game as well: that took a little to get our heads around, and the rulebook had to be passed around a little (see above).  After a while, the icons took hold and we could just play: it didn’t take too long (and the little player aid cards helped a lot).

IMG_5212

In general, the cooperative game went pretty well, but not great.  The real issue was the limit on communication.  And we get it: sometimes you need that restriction to keep the Alpha Player in check … but we ended up just going around the communication restrictions.

What I Liked

IMG_3817

The color-coding scheme worked very well.  The blue section of the board … gets affected by the blue markers.  The yellow part of the board … is affected by the yellow icons.  This was very clear and very well done.  This color coordination really helped move the game forwards, as it appealed to your intuition (“this color goes here”).

IMG_3807

The order in which you resolve your good news and bad news cards is players’ choice:  You can even intersperse your card resolutions between players!  You can do good news first, then bad news, or all at once!  It’s players’ choice!! This is fine-grained Player Selected Turn Order at its finest!!  This is where the cooperation shined (shone?) most in this game!  As a group, we had to figure out the order to resolve cards, and we felt clever when we could avoid certain bad news effects by playing these certain orders!  I really really liked how they used Player Selected Turn Order in Hacktivity! It really made the game feel that much more cooperative.

IMG_5190

Every card is a choice!  This is great! Every single cards has to be resolved, and you have a choice of whether to take the top or bottom option!  

IMG_5195

The game is easy to teach and play quickly. And it’s a pretty quick game at 40-60 minutes. 

IMG_3755

We didn’t get into it too much, but there is a campaign here if you want to pursue it.

What I Didn’t Like

IMG_5207

This is more of a missed opportunity than a dislke: the backs of the bad news card don’t mean anything (unless it’s a yellow activity card, which happens just a few times). See the A1 and A2 above? They mean nothing useful for gameplay: they only denote which player count decks you are using. Paleo did the wonderful thing (see our review here) of having the back of the cards be a “hint” as to what’s on the front of the card. The A1 and A2 on the backs of the cards above …. don’t really mean anything. They SHOULD give you a hint to “how hard” the bad news is, but they really don’t.

Since you are drawing bad news cards without knowing anything, it makes the game feel a little more random. How many Bad News cards should I draw? I don’t know … I don’t hav a sense of how hard each one is!!! I think a “hint” of some kind would make the game feel less random.

IMG_5212

The limited communication rules felt too constraining; they hampered our enjoyment of the game. The best combinations we played in the game where when we could keep the bad news cards from having any effect … and we could only do this if we were more sharing. This game needs an Open Hand rule:

“If you and your friends are comfortable with Open Hand, go ahead and play with all cards showing. Realize that Open Handed may make the game easier, invite analysis paralysis, and/or cause Alpha Players to take over the game.”

Really, this communication limit drop probably dropped by friend’s rating of the game: see below.

Conclusion

IMG_3823

I liked Hacktivity! I enjoyed all the choices in the game: choosing how many good news/bad news cards to choose, the order to resolve the cards (fine-grained Player Selected Turn Order), and the choices per card! All of this really made me feel like I was making choices that mattered as I played.

IMG_5208

I was be remiss if I didn’t include my friend’s opinions: I liked this more than them. I would give this a 7/10, and suggest we play Open Hand. My friend Teresa liked it ok (no rating), but Sara said “I would give it a 4/10: I liked it okay, but there’s a lot better games to play!” I don’t necessarily agree with her, but you may feel as she does. The main issues for Sara were the lack of Hints on the back of the bad new cards and the stifling of cooperation. The limited communication can be counteracted by playing Open Hand, but the lack of hints can make the bad news feel too random and I am not sure what we can do about that.

IMG_5204

I would be happy to teach this to you: I think Hacktivity is a quick and easy game to teach/learn and it promotes a lot of choice.  The solo game was fun and the cooperative game was fun once we added Open Hand.

Union City Alliance: Heroes Unite! Like Marvel Legendary, but Now With More Theme! A Review

IMG_4178

Union City Alliance is a cooperative super-hero deck-building games that was originally on Kickstarter back in March 2021.  The game looked great and promised delivery in October 2021! I was so excited for this game that Union City Alliance made the #1 spot on my Top 10 Anticipated Cooperative Games of 2022!

IMG_4179

Unfortunately, the game is about 2.5 years late: The game arrived at my house April 30th, 2024! It’s basically been 3 long years since I backed the Kickstarter.

IMG_4180

Interestingly enough, I was never worried that this wouldn’t finally arrive.  The designer would do a pretty decent job of keeping us updated (with Kickstarter updates): he would offer full timelines of delivery and discussions of progress.  I was grumpy that Union City Alliance was 2.5 years late, but at the end of the day, the Kickstarter was well-run … and they delivered!

Let’s see what we got!

Unboxing

IMG_4185

The base game is about the size of a Ticket to Ride sized box: see above with a Coke can for perspective.

IMG_4190

The rulebook is the full-size of the box on top!

IMG_4193

There’s a lot of punchouts; these are just handy tokens to keep track of Heroism and other resources (Valor, Speed, Might).  Interestingly, the Heroism and Damage tokens, which persist between rounds, are circular tokens.  The Valor, Speed, and Might tokens, which evaporate between rounds, are square tokens.   Even though the game never calls this out, that subtle consistency (persistent vs. ephemeral) was a nice touch.

IMG_4195

Also included is a source book;  It has both set-up for various scenarios and tons of flavor text and back story for the heroes and villains: see below.

IMG_4197

IMG_4204

There are a TON of pre-punched standees that are both the Villain and Hero markers.   See above.

IMG_4205

There’s also a GIANT (see can of Coke per perspective above) pile of Locations!  These Locations come out slowly as the Heroes explore the city!

IMG_4206

But, this is cooperative deck-building game.  So, at its core, this game is all about the cards. When you first open the box, it’s a little daunting to see so many cards!

IMG_4207

From an initial Unboxing perspective, this game looks great! 

Uncardening

IMG_4218

I feel like this needs to be a new phrase: uncardening.  It’s the event when you have take a lot of  cards out of a new game box and sort them appropriately.  But it’s not just sorting: it’s about collecting together “like” cards, figuring out where the cards go in the box, and making sure they are ready to go for play!

IMG_0689 (1)

Basically, we had to do the same thing in Earthborne Rangers: go through the cards, sort them, put like cards together (for some notion of “like”), and figure out where they go in the box.  See above.   Earthborne Rangers had a fairly grumpy uncardening (see our review of Earthborne Rangers here): the components page was misleading, and we spent far too much time trying to uncard the game.

IMG_4220

I almost think that the word uncardening (which is a word we coined for Earthborne Rangers) has a negative connotation: it implies you have to spend an extraordinary amount of time putting cards in order.  

IMG_4933

I remember when I first got Legendary: A Marvel Deck-Building game some 10 or so years ago.  It has the worst box opening experience I have ever had!  I just have tons of cards and no idea how to put cards together!  The rulebook is completely silent on how to sort!  As a gaming nubie at the time, I asked my friend John N. to help me (because he had Legendary), and with his help, I was able to put things together.  The phrase uncardening applied to Legendary, it applied to Earthborne Rangers, and unfortunately, it now applies now to Union City Alliance

If you think all deck-building games need a negative uncardening, I suggest you look at the Aeon’s End series of games! They do an amazing job of making the uncardening (in a good sense) easy.  See our review of Aeon’s End and Aeon’s End: War Eternal here, and Aeons’ End: Outcasts here!

IMG_4192

The first two pages of the rulebook … DO NOT address how to take the cards apart, sort them, put like cards together, and fit them back into the box.  I am actually annoyed by this: The Union City Alliance rulebook wasted two very large pages (see above) with huge fonts for credits and an introduction.  I am all for getting credit, but I was very annoyed at these designers because it was so hard to uncard their game!  They SHOULD HAVE used those two pages for something useful: how to uncard the game!

IMG_4223

A simple question: why is there a Playable Hero and a Team-up Hero for Wrangler?  See above. Which cards for Wrangler go where? This is an easy concept (once you know it) that should have been presented on those first two pages.

IMG_4222

And it takes some knowledge of board games (and perception) to know to look in the lower right corner of the card: the Wrangler cards are the W!  See above!

IMG_4242

Once you start looking around some more, you’ll notice there is a manifest on the back of the dividers!  Yay!  They list both the number and the card title (good job!).  

IMG_4241

I am SO GLAD they have both the title and the card number on the manifest!  The card number on the cards are SO SMALL as to be almost unreadable!!  I had to zoom in pretty heavily with my phone in the picture above to see the #2 Captain Jupiter card!  But having the titles on the manifests helped.

IMG_4225

There’s just a lot of cards.   I probably spent about an hour and half, maybe two hours uncardening this game.  It really shouldn’t have been this much work, and it really shouldn’t have been so cumbersome.  The cards are well-labelled, but throwing someone at the game without any directions is a misstep.  I am an experienced gamer (now), so I was able to get through this, but I worry a newbie will just give up in disgust trying to uncard this.

IMG_4247

But, everything is labelled (once you know where to look: bottom right, and the divider manifests) so you can get there.  And once everything is back in the box, it’s very satisfying. See above.   This lack of uncardening direction may be the biggest misstep in the entire game: the uncardening just needed a little bit of discussion in the manual.

Rulebook, Er, Play Guide

IMG_4189 (1)

This rulebook is gigantic, being the same size as the box.

IMG_4191

How does this rulebook do on The Chair Test?  Unfortunately, it gets a D on the Chair Test.

IMG_4192

It is almost impossible to have this on the chair next to you spread open because it was so big!  It does have lots of good pictures and good font, but it was almost unusable on the chair next to me.

IMG_4396

However, this game has spawned a new test: The Two-Chair Test.  If you put two chairs together (see picture above), you can have the rulebook open and readable without taking up valuable table space!  So, the rulebook gets a A in the Two-Chair Test (a second tier test) So, the rulebook lays flat, the fonts are big and readable, and I can read it easily from my chair.  In the end, The Chair Tests are all about keeping the rulebook(s) off to the side so I can look stuff easily and not take up valuable table space!

IMG_4213

I have to admit, I was a little non-plussed to learn that this wasn’t the full rulebook! It was only the Play Guide!  See above: “… but it is only a quick reference...”. You have to go to the website for a full rulebook.  It’s cool they have all this on the website (FAQ, full rulebook, etc), but at the time I went there, the web site wasn’t up yet! See below.

IMG_4235 (1)

At the time of this writing, however, the web site is up.  But, I had to play using only the Play Guide!

IMG_4214

Once you get past how HUGE this rulebook, pardon me … Play Guide  … is, it’s pretty good at getting you into the game.  I don’t usually like thematic fonts for rules (see our review of Hour of Need here and Obliveaon here), but it works here.  I think I like it because it’s a very big font, and it’s peppered with a lot of supporting pictures and colors: see above.  

IMG_4291

There’s no Index to the Play Guide (boo), but there is a Glossary (yay)!  See above, In fact, the Glossary seems very complete; it covered just about everything that came up when I played.

IMG_4290

Once we got going with the two chairs and through the uncardening, the Play Guide was pretty good at getting me set-up: there were lots of pictures, lots of flavorful text, lots of helpful annotations.

I am still annoyed I didn’t get the full rulebook.  I look at computers all day; the last thing I want to do is look online for full rulebook for a board game.  The Play Guide has been “good enough”, so I have been just pushing forward with that.  I haven’t needed the web site … yet.

Gameplay

IMG_4313

Union City Alliance is a cooperative super-hero deck-building game.  That tells you a lot about this game already!  See our Top 10 Cooperative Deck-Building Games for more discussion of deck-building games!

IMG_4258

Each player chooses a hero to operate: that player gets the Playable Hero deck for that character: see above as Player One chooses Captain Jupiter.

IMG_4256

An interesting thing that Union City Alliance does is the cards are divided into two groups: your initial deck (with the 0 in the upper right corner) and the Power deck (with the green in the upper right corner).  See above.   Power cards are separated out, and only that player can buy those Power cards later in the game, using the (green) resource Heroism.  It’s a real neat way of keeping each character very distinct, as each character has their own set of Power cards!

IMG_4263

So, when you set up, you have your normal intro deck and your Power deck “tempting” you with some cards you can buy! See above as Captain Jupiter sets-up with two Power Cards available to buy, with her initial 5 card hand at the bottom.

IMG_4300

Each card can be played for Resources! The three main resources are Valor (blue), Speed (yellow) and Might (red).  See the Plucky Interns above giving 1 Valor! Valor is generally the resource used for buying Hero Upgrade cards!

IMG_4266

You need at 2-4 characters to play: see above as Doctor Tomorrow and Captain Jupiter are set-up!

IMG_4405

One of the curious things this does as a deck-builder: you don’t usually get upgrade cards you can buy unless you go exploring!  As you explore the city, more Hero cards come out that you can buy!  This is different from other deck-building games like Legendary and Dominion and Aeon’s End where there’s just “9 types of cards to buy!”.  See an example from Aeon’s End below.

IMG_3697

As you explore Union City, new cards come out: see below.

IMG_4312

Every time you explore a new Location, two new Hero cards come out! (And a City Card, which is typically Bad Newsish).

This is interesting, as it forces the player to explore and look around to get upgrades.  There’s no “set set” of upgrades: you get what you get as you explore!  And you can only buy (generally) Hero Cards from the Location you are on!  This is a nice and thematic twist on the deck-building genre.

IMG_4280

To win, players must take out the baddies!  See above which represents “the bad guys!’  The bad guys in Union City Alliance are pretty complicated to run: there’s a Peril deck, a Plot deck, issues #1-4 of the Plot Deck, and specialized baddies (Mobsters and Gangsters in this case).   To win with Pterano-Don and the Dino-Mafia, players must defeat all the Mobsters!

IMG_4326

It’s quite hard to take out the Mobsters!

IMG_4332

The city has to be big enough for the Mobsters to come out (a rule requires that), so that also forces the exploration aspect!  See above as the city is pretty huge with one of the Mobsters looming!

IMG_4333

To win, take out all the Mobsters! As I took them out, I put them in “jail” on top of the box! See above!

Solo Play

IMG_4181

Unfortunately, there is no provided solo mode in the game!  See above, as the game is only listed for 2-4 Players.  

IMG_4266

It’s very discouraging that they didn’t follow Saunders’ Law here:  no solo mode!  So, I went ahead and played my first game two-handed solo.  That’s right, I operated Doctor Tomorrow and Captain Jupiter and just played this as if it were a 2 Player game, alternating between the two.

IMG_4339

I think I know why they didn’t include the two-handed solo mode in the game: it’s pretty complicated.  I ended up playing my first game (granted, a learning game) in about three hours.  Each character in the game is very distinct with a very different play-style!  There is a lot of context switching between the characters, as each character has their own specific cards and Power deck that players need to be thinking about!  And the game can get pretty overwhelming as you play: see the picture above near the end of my solo game!  There are a lot of distinct Hero cards and distinct challenges and distinct Locations! 

IMG_4279

And the Villains are complicated to play too!  Plot card, Peril Cards, issues, distinct baddies! So, the solo player has to run two characters AND the Villain deck!

IMG_4340

See above at the end of my first solo game!  The board is a bit of a mess between two characters, the villains, the Locations, and all the cards!  

I can see why the Union City Alliance people chose to avoid the two-handed solo mode: this game is very overwhelming in solo mode!  My first solo game took about three hours to play! It probably wasn’t the best way to learn the game, but I believe in trial-by-fire for learning games: the only way to learn is to jump in!  So, I think, if you are determined, the two-handed solo mode will work. And once you learn the game, the basic flow is pretty straight-forward.

Cooperative Mode

IMG_4394

My second game was a two-player, two character game!  I learned quite a bit in my solo game: things to do and NOT to do!

IMG_4399

First, I learned to allocate signficantly more space for the Locations!  See above as I leave half the table for that!

IMG_4400

I also learned to be more methodical when placing Locations: each Location (when explored) adds Two Hero cards and one City Deck card.  Since space is at a premium, we tried to make sure the two City Cards are on the bottom half, and the City Card (whether a challange or a Bad guy) is on the top of the Location.  Since each Location also has a unique ability, we made sure that text was readable!  So, there are four things you need to see on a Location: let’s make sure they are consistent and readable as we place!  That makes the game … less messy … as the city gets explored!

IMG_4405

See above as the city is a little less daunting as we have more space and the layout is a little more consistent.

IMG_4414

Even though each player runs their own character, which tends to make the players more isolated turns, Union City Alliance still encourages cooperation.  Players have to work together figure out how to take out certain monsters and challenges to clear the way to take out the Mobsters!  The game ramps up in difficult pretty quickly, and some coordination between the heroes is necessary to keep the badness under control.

IMG_4403

I liked the solo game, but the game is better at two or more: there’s more people to share the responsibility!  Union City Alliance can be very overwhelming (there’s quite a bit of maintenance per round) as solo gamer, but the sharing of responsibilities made this much easier to get through.  Teresa was in charge of The Green Death (that was here hero) and the Locations, and I was responsible for Captain Jupiter (that was my hero) and the Villain decks.  Off-loading some of the maintenance to other players made the game much more fun!  I could play without worrying about keeping the game up!

IMG_4181

Solo was fun, but the game is just more fun with more players. I see why they chose NOT to put 1-4 Players on the box.  

Theme

IMG_4410

This game is dripping with theme!

IMG_4415

Each hero is very distinct and plays very differently, representing the sum of their powers!   

IMG_4300

There’s a ton of flavor text on the cards, which you can ignore if you like, but it really does draw you into your character.

IMG_4194

The Source Book just digs even deeper into each character!  You want back story? You got it!

IMG_4337

The Power Decks, which are unique to each character, also contribute to making each character just feel so different and flavorful! 

IMG_4286

The Villain deck is quite complicated to run, but is very thematic! The “harder” cards come out in later issues of the game!  There’s quite a it happening per round with the Villain deck, but it is all unique to the Villain .. again contributing to the theme.

IMG_4286

The larger than normal standees (especially for the dino-mob) makes the game feel thematic! They are so cool looking!

IMG_4415

If you haven’t noticed, just about every card has unique art on it! It’s all the consistent from the same artist and just draws you into the game!

IMG_4397

This game has so much theme to it: I’d give it a 10/10 for theme.  The events, the characters, the Locations, the heroes, the art, the standees, the vibe of the game: 10/10.

IMG_4411

You do pay a price for this theme, though: from minor costs like flavor text (“Oh man, there’s flavor text on the card I should read“), to annoying costs (“set up the next city Location“), intrinsic costs like understanding you Power cards, to major costs (like running the very distinct Villain decks).  My games of Union City Alliance have run about 2.5 to 3 hours.  Some of that time  is just the sheer maintenance of immersing yourself into this universe.

The Art

IMG_4319

I love the art in this game.  It’s pretty clear the art is mostly the product of one artist (Antonio Garica), and I think he just knocked it out of the park!  The art feels very comic-booky and super-heroey.  It’s so thematic and so good.

IMG_4329

My only complaint, and this is not even really a complaint …  is that his style might be thought of as too cartoony!  I don’t have any problem with that, but if you saw the game cover in a store, you might this this is a game for younger audiences.  While Union City Alliance is generally family friendly, this is a deep complex game that might be too much for younger audiences.

IMG_4181

The age limits of 14+ should absolutely be adhered to (see back of the box), as I think someone who’s just starting in games might think “Oh that game looks cartoony and kinda cute! Let’s get it!”  Union City Alliance is much heavier than the art belies. Caveat Emptor.

Conclusion

IMG_4340

If you want theme, you have to pay for it!  If you want a lighter super-hero deck-building game, you should bring out Marvel Legendary: It has your Marvel heroes and is pretty straight-forward to teach.  But honestly,  I always thought the theme was lacking in Marvel Legendary: “Wait, you are buying a team of heroes? What?”  

IMG_4395

Union City Alliance is a deck-building super-hero game that has the theme I always wanted in Marvel Legendary.   In Union City Alliance, characters have unique powers, Villains are distinct, exploration/upgrading is both natural and encouraged, upgrades are tailored to your hero, and the art is very consistent and thematic.  

IMG_4332

If you want theme, you have to pay for it: Union City Alliance takes longer than many games (2.5-3 hours), has more upkeep per turn, and has more complicated set-up and interactions.   You pay for this incredibly thematic game by having a game that’s more complex.

IMG_4177

I want that theme!  Union City Alliance would easily make my Top 10 Cooperative SuperHero Games with a 9/10 and it will probably be near the top spot of my Top 10 Cooperative Games of 2024.  It took about 3 years to get Union City Alliance, but I was totally right to make this my #1 on my Top 10 Anticipated Cooperative Games of 2022!