RichieCon 2025 And Top 6 Interesting Games In The Last Year!

RichieCon 2025 had a lot of drama this year!  We had to get a new venue this year because of … reasons. 

If you want the long version of why we got a new venue, I encourage you to listen to “Tales of Horror” in the Dice Tower Podcast “Where Credit is Due” (timestamp 32:41, see link below)
 
 

New Venue

For RichieCon 2025, we had to go looking for a new venue.  We ended up at Fruchthendler Elementary School!

This venue was great! It was a little expensive to rent it for two days, but it was spacious and easy set-up in!  The cafeteria had plenty of tables!

It even had a stage which we used some presentations (see below).

The best part of the new venue was the sound baffling!  The major complaint we always got from the Rec Center was how LOUD it was.   With the Sound baffles all over the cafeteria, that was not a problem this year!

Because of the cost, we engaged a Sponsor to help defray the costs: Thanks to Return From Subroutine Games for helping out!  See their website here!

Day -1: Getting Coolers

Because of the new venue, we don’t have a refrigerator any more! So, I had to put the call out to all my friends to get coolers to store drinks and perishables in!  In the weeks leading up to RichieCon 2025, I collected about 10 coolers!

We actually ended up having too many coolers, but that’s a good problem to have!

Day 0: Boxception and Sleeve-It!

We end up playing some games as we get ready for RIchieCon … but they aren’t the funnest games in the world!

The Wednesday before RichieCon has become Boxception: The Cooperative Dexterity game of putting boxes in other boxes! 

We end up putting about 200 games into 20 boxes over the night! (Some boxes have tons of games, some have just a few!)

We also spend some time playing “Sleeve-It!”  In this case, Teresa played a solo game of “Sleeve-It!” with the Lord of the Rings Trick-Taking game!

Day 1: The Secret RichieCon House

A large contingent of people rent an AirBNB and stay near Fruchthendler so that it’s easy to go back and forth: it also is a great place to game before everyone arrives!  Most of the out-of-towners end up here over the course of Friday before we have access to Fruchthendler!

Day 2:  RichieCon 2025 Starts!

Day 3, The Last Day: RichieCon 2025

 

Top 6 Interesting Games Since Last Year!

On Saturday of RichieCon, we like to do a little show to bring the RichieCon Community together! In that show, we discuss some games that drew our attention since the last year.  The purpose of this list is to give people some ideas of games to play for the remainder of RichieCon! Without further ado, here’s our 6 questions with answers from Richie, Kurt, and Sam!

#6: What game from the last year surprised you the most?  Good or bad surprise?


Richie: The Secrets of Zorro.  This fun little cooperative game didn’t have a very big Kickstarter, but me and friends really liked it!  It’s quick, it’s fun, and very thematic!  Good Surprise! See our review here to see if you might like it!
Kurt: Wandering Galaxy; disappointing given the awesomeness of Forgotten Waters & Freelancers Sam: Luddite. From watching the comic book into video on the wall in the man cave I was expecting it to be very story driven and thematic and RPG-like. It turned out to be a very fun roll and write that had none of that. See Richie’s review here.




#5: What game in the last year do you disagree with reviewers on?


Richie: Tales of Arthurian Knights.  This game went over like gang-busters in my group, getting played multiple times and getting borrowed for birthday parties!  All of my friends gave it a strong 8.5 (maybe 9), but the the Dice Tower seemed less enthusiastic and only gave it a 6 or 6.5.  We were very surprised!  We loved it!  See our Review here.

Kurt: THE GANG! Tom Vasel didn’t like this game very much, but my group (Kurt’s group) loved loved this game! 

Sam: Soul Raiders. Tom V. thought it was great end gave it an 8. I wanted to like it because it has great art and a great premise but ended up being too random and grindy for the story driven feel that it was giving off. My final score 5.5.  See our thoughts here.


#4: What game (that you paid for) did you really dislike? It’s easy to dislike games other people paid for, but what did you pay for that you disliked?


Richie: I bought and sold two games because I disliked them so much.  Corps of Discovery: in a game where one resource can mean the difference between winning and losing, the rules needed to be tighter.  It didn’t land for me (I gave it a 4/10), but it might for you.   The Dice Tower and other reviewers seem to like this game (9/10), so try it for yourself to see if you might like it.  See our thoughts here.    I also wanted to like Freedom Five sooooooo muuuucch, but I ended up hating it and selling it. I am still very depressed about this: see our very different review here.

Kurt: Bear Mountain Camping Adventure.  It’s all Richie’s fault; he pointed me at the game! I backed it, but when it came in, it wasn’t fun even though the production was gorgeous.

Sam: I don’t actually have one this year… Perhaps because I’ve been both buying and playing less this year I’ve been more selective (sorry Rich) and haven’t both bought and played a game I didn’t like. EDITOR: to be fair, part of Rich’s job is to review games, so he’ll take chances more


#3: What game that came out in the last year that you liked but other’s didn’t?


Richie: Dice Throne Missions/Dice Throne X-Men.  I loved this new system that makes the Dice Throne game work solo and cooperatively, but my friends didn’t love it nearly as much.  See our thoughts here.
Kurt: Link City.  This is pointed at Rich: he said he didn’t like it.  (EDITOR: To be fair, I didn’t love it as much as other people, but I recognized that lots of people did, so it still made the Top 10 Cooperative Party Games of 2024!)
Sam: Ecosfera. This one is the opposite for me – I didn’t like playing it 2 player because it felt like my turns were basically scripted and I had no agency. However others in the group enjoyed it at higher player counts.  See the review here to see what Sam’s talking about!


#2: What was your favorite expansion that came out in the last year?


Richie: Aeon’s End: The DescentAeon’s End is a great cooperative deck-building game with mages working together fighting the Big Bad.  Aeon’s End: The Descent is a standalone expansion in the same universe, but adds the The Friends and Foes module!  This module makes Aeon’s End a little more balanced as it tends to mitigate the Variable Turn Order problems! See our review here for more discussion.

Kurt: Forest Shuffle (Alpine & Woodland Edge)
Sam: Townsfolk Tussle: Foul Neighbors. We played with the expansion characters and bosses and it worked great. Our final battle ended in the perfect cartoon way of pushing the plunger on the dynamite and blowing up both the outhouse and the big bad in one shot. (EDITOR: It was so fun! That’s why it made our Top 10 Cooperative Expansions of 2024!)


#1: What was your favorite game that came out in the last year?

Richie: Marvel United Season 3/Multiverse.  It’s not even close: I spent so much time playing the content of Season 3 and I had so much fun. Sentinels of the Multiverse used to be my favorite game of all time, but I think Marvel United has supplanted it!

Kurt: Tie: Fromage & Fellowship of the Ring Trick taking game

Sam: Limiting to only those released in the last year: Fellowship of the Ring trick taking game. It’s light, fast, thematic to the story, plays well, and is easy to just keep playing and lose track of time while going through the different chapters.  Expanding to played no matter release date: Imperium (specifically classics). I really enjoyed how each civilization feels and plays differently from each other even though they all share common market decks and basic mechanics.

Solsbury Hill

It’s become a tradition that every year, Joe must sing a parody song and make everyone laugh.  This year, I helped and together Joe and I penned the parody Fruchthendler (sung to the tune of Solsbury Hill) as a means to vent our frustration of getting unceremoniously kicked out of the Rec Center.  It’s mostly meant in jest, but with a little heartfelt sentinement!  We also had the audience participate with Kazoos.  No joke. Thanks for Mike H. for directing the world’s greatest kazoo group!  See lyrics below, and video below that!!!

Fruchthendlersung to the tune of Solsbury Hill

Driving up to Fruchthendler
I could see the parking lot
Left the public defender
Firebird is our new mascot   (Firebird is the mascot of Fruchthendler Elementary school)

This was something of a mess,
Called HOA, they had disclosed
Richie Con would be suppressed
Through attrition, I got hosed

I called Cthulu in frustration
The Swim Team cancelled my reservation,
It’s like that game of Gloom Gloom Gloom,
“Joe”, I said,
“Grab your games, we’re going to clone the zone”

Yeah, clone some zones

The Aquatics had made me blind
The chlorine spewed out from my guts
Our holy grail had been maligned
Our old game venue had been cut

So I bravely ran away
Quest to find a new place to hut
With my minstrels Joe and Mike
And where’d you get them coconuts?

I was feeling down in chicanery

Highly Overbearing Authority  (stop song in cheesy fashion to point out that we satirically re-acronymed HOA)
They won that game of Gloom Gloom Gloom”
“Mike”, I said,
“Grab your games, we’re moving Richie-Con”

Hey –like your mom…

Found a new place to play our games
It’s probably when we want to be
Because of HOA I have no claims
To a place I thought was free

Screwed by faceless bureaucrats
Who close their gates to my party
Add one to my gaming stats–
In their pool, I will pee                –soon as I saw “pee,” I had to go there…

I’m not afraid of their displacement
Even if I have to pay rent
I won that game of Gloom Gloom Gloom
“Kurt”, I said,
“Keep your games, and come to Richie Con!”

“Wha!”

“Hey!”

“Con!”

Most Played Games

Terraforming Mars: Ares Expedition was played quite a bit! I personally saw at least 3 plays of it!

By far the most played game was Lord of the Rings: Fellowship of the Ring Trick-Taking game!  We had sleeved it just before, and it was good thing we did!  It was pretty much always being played!

I saw Lon teaching Nana (Japanese version of Trio) quite a bit!

I saw Aeon’s End: Descent played a number of times!

Weird Games

Lon brought a lot of weird games from Japan.

 DroPolter (above) was this weird one like Jacks where you grab things on the table, but can’t drop anything!

Toy Story is a cooperative memory game ONLY in Japan! It was my birthday present!

Nana is the original Japanese game that’s the inspiration for Trio!

There were several RPGs going too!

Kurt R. brought the original Dark Tower game … and it worked!  Did you know that they stored the values in BCD in 128-Nibble RAM memory?  Josh looked it up!  This game is from 1981!!!

Conclusion

After all was said and done, was it worth it?  I think so! I got to see friends from out of town and play games with everyone for my birthday, and that’s what I wanted!

What will happen next year?  I really don’t know!  This was a very expensive and stressful year because of the events leading to the venue change.   I love the new venue, but it is expensive.  Will we come back?  Come back next year and find out!

 

Designer’s Diary for Sidekick Saga

As we pass the 6th Anniversary of Sidekick Saga being on Kickstarter, let’s look back to the original design and development process! This was a labor of love for me; I have collected comics since I was 10 years old, and I think I still have every comic I every bought! I love comic books and Super Heroes! I wanted a cooperative Super Hero game with a story, as none really existed at the time!! Let’s look back and see how this design came about! For the record, all pictures in this diary are from my own personal comic collection! See below as I go hunting for comics!

Inspirations

But let’s jump in … what inspired Sidekick Saga?

Sidekick Saga started life from an inspiration in (surprise) a comic book: Future Imperfect by Peter David and George Perez.  There’s one very notable scene in Future Imperfect when Rick Jones, (the sidekick of the piece, and sidekick of many heroes like Captain America and Hulk), keeps the Maestro at bay using a collection of “artifacts”: Iron Man’s gauntlets, Captain America’s shield, Thor’s Hammer!

The sidekick, by being smart, was able to hold his own (with a little help) with the Maestro, an incredibly powerful villain!

The scene above, with its collection of items, stirred something within me … 

Another comic that inspired Sidekick Saga was the 1990’s Robin (by Chuck Dixon, Tom Grummett, and Scott Hanna). In this era, Tim Drake became the third Robin, and frankly, was the smartest of all the Robins! He figured out Batman’s identity! In this series, the Tim Drake’s Robin patrols Gotham without Batman, but has help from The Huntress, Oracle, and even Commissioner Gordon!  Tim Drake is mostly just a normal human doing the best he can to ward off evil, using his smarts and his fellow heroes to fight crime!  The cooperation of the Arkham Sidekicks was pivotal to their success!

Another unlikely source of inspiration was Buffy The Vampire Slayer Season 5 finale.  Some SPOILERS: in the Season Finale, Buffy used pretty much EVERY WEAPON at her disposal, from other episodes in Season 5, to fight the big bad at the end! There was something familiar about this approach; it’s what Rick Jones did in Future Imperfect!  In this case, it inspired more of the idea that some important items persist from game to game.  It also kept alive the idea that “collecting stuff” was an important part to battling the big bad!

A final unlikely source of inspiration was a game called Seven Wonders.  You heard me. It was interesting that, at the time, my friends were very bi-modal on two games: they either loved Seven Wonders and hated Sentinels of the Multiverse or hated Seven Wonders and loved Sentinels of the MultiverseWhat if I could unite these groups and have the notion of cooperative drafting? What if, rather than working against each other in a drafting game, you could pass each other what we needed? This created the whole idea of Supply Lines: cooperative drafting, much like Seven Wonders (it even had a directionality of the Ages): see above.

Putting all these elements together served as the basis of Sidekick Saga: I wanted a cooperative drafting game (where players would pass each other cards they needed) where players explored the city looking for technology to help them fight the big bads! And every card should matter!  You might not think something matters (like stuff in Season 5 of Buffy), but then all of a sudden, it becomes important!

Leads and Legacy

As the development of the game progressed, I need to refine the exploration-type mechanic to the game.  For the Sidekicks to succeed, they had to find stuff (like Buffy or Rick Jones)!  Some stuff was incredibly useful, so it seemed like you had to “pay” for it somehow! This introduced the idea of Leads (originally they were called clues, but I was worried this might invoke too much of a Clue game comparison): if you hunt down enough Leads, you can find where Jor’s Hammer (I didn’t want to get sued), the Star Shield, or the Cave Warrior’s car (which looks nothing like the Batmobile) would be stored!    I originally considered the idea of having to have “different kinds of Leads“, but dismissed it quickly as it would too frustrating if you got the wrong types of LeadsLeads were generic: if you got 6 Leads, you could get the Cave Warrior Car which would help you move around the city faster AND protect yourself!

We dubbed these very special Items as Heroic Items: these were very special items that were hard to find!  They might take three to six turns to get one of them during the game, so you didn’t want to lose them between issues!  So, Sidekick Saga became a “legacy” game when any Heroic Items you obtained persisted from game to game! 

Honestly, I really liked the idea of a story spanning multiple issues! It’s very typical of comic books of my era: a massive story would unfold over 4 to 6 issues of the comic!  Think of the amazing story that unfurled from Issues 1 – 4 of the original Wolverine mini-series!  Things would change massively from issue to issue, and what the heroes did really mattered! So, the idea of a legacy comic story was something I really really wanted to embrace.

(And the time Sidekick Saga was in development, there were NO Super Hero board games with an ongoing /legacy story)

In this case, each “game” would be an issue of a comic book series. What was the story? All the Super Heroes had disappeared!  What had happened to them?  All that was left were the under-powered Sidekicks!  Could these lowly Sidekick keep the bad guys at bay while they tried to solve the mystery of what happened to all the Super Heroes?  That was the story I wanted; that was the story that would make the Sidekicks take center stage!

So, Heroic Items, would persist from issue to issue. It introduced a tension; do heroes pursue Leads to get a Heroic Items, at the cost of making it harder to defeat the current bad guys?

To help alleviate some of this tension, The Leads became multi-use cards; you could either save them up to get a Heroic Item, or you could use them directly (Leads would also do something useful for you). This gave players more agency, more choice: they could pursue Leads, but could also just use them as needed (for immediate help or later help)!

Exploration

The exploration idea came from playing cooperative deck-building games like Aeon’s End; nine different things you could get! I liked cooperative deck-building games, but to me it always seemed an inversion of what I wanted: In deck-building games, you know what you buy, but you typically have no control over when it comes out!  What if you inverted that idea and made it so you don’t know exactly what you get, but once you get the cards, you can  play them whenever you want!?

That’s the idea of the city; each Location in the city has 8 cards, and those cards are “related” by a theme: The Police Station has Police cards, Rincon Labs has Scientists and Technology, The Suburbs have a lot of Research/Lead cards, etc. You have an idea what you will get, but maybe not exactly. Then, once you get stuff from a Location, you can play it whenever you want!

But through Heroic Items like the X-Ray glasses, you might have a little more control. And X-Ray glasses are an inside joke for anyone who grew up with comics; there were always ads for these things in the comics!

So, players move around the city and explore locations looking for technology and Leads to help them in their quest to take down the big bad!

Secret Identity and Hero Modes

Another thing I wanted was the tension of Secret Identity vs Hero form. The Secret Identity is absolutely am essential tool to keep the Sidekicks out of trouble!  (At the time I was exploring this idea, Marvel Champions had not come out yet, and to my knowledge, it was an original idea to have players go from Secret Identity to Hero and back. I documented my playtest here on my Unpub play of Sidekick Saga, which was 6 months before Marvel Champions was released; so, don’t go saying I copied Marvel Champions on this!)

But, I also wanted the Secret Identity mode to be useful; when you go into Secret Identity, you escape combat, but that’s also a main way to get Leads in the game!  The Secret Identity is all about doing research away from combat!! When you are in Secret Identity mode, you get BOTH a Lead AND a card on your Location!  But, of course, while you are doing this research, the Bad Guys are getting more and more powerful since you aren’t fighting crime!  It’s that tension you see in comics all the time! When do I go into Secret Identity mode to research (and stay out of the Bad Guy’s way) and when do I go into Hero mode to fight crime? That’s a big part of being a Sidekick!  It’s also a big part of the game!

I still remember a particular scene in The Amazing Spider-man #18 where Spider-man changes back to Peter Parker to escape the Sandman.  See above!

Those original Stan Lee/Steve Ditko Spider-man comics (which I read when I was a young kid), had quite the influence on me! I still remember those scenes! (I didn’t have the original Spider-man comics that are worth tons … I was just a kid! I just had the little collection of books : see above). But Peter Parker used his Secret Identity as a tool so many times in those early Spider-mans … I really wanted a mechanic like this this in the game to capture that!

Advancement

One of the funnest part of Dungeons and Dragons is leveling-up: I wanted to make sure there usually some notion of leveling-up between issues: new powers, new Heroic Items, new heroes, … something to give fun choices between issues! I also wanted to make sure losing wasn’t so devastating!

If the players lose an issue, then new items, new Heroic Items, new things are introduced into the game .. and they get to try again! I wanted this to be a self-balancing game; if it was too hard, then new stuff would come out to help the Sidekicks!

Protection Hierarchy

One of the final pieces of the puzzle was the Protection Hierarchy; I remember reading many Daredevil or Batman comics where the hero has to work from the bottom-up to uncover the network of the Kingpin/crime lord who is running the city! And typically, the phrase “Stop protecting your higher ups; they don’t care about you!!!” comes up when the good guys question the underlings … what if that were actually a mechanism?  What if you couldn’t actually even take out the bad guys higher up in the criminal network until you’ve “dealt with” with all of their subordinates?  What if the subordinates actually “protected” the higher-ups? 

And that’s exactly what the Protection Hierarchy is in Sidekick Saga: you can’t attack any upper level bad guys until you deal with the subordinates first!  The lower level bad guys protect the higher one! (But, of course, the upper level bad guys can do stuff to YOU … because it’s hard to be a Hero!)

Hacking

If there’s any one mechanism that is really inspired by the Robin or Birds of Prey comics, it’s Oracle and her hacking abilities.  

Oracle is a hacker who helps Robin (well, she helps the Dick Grayson Robin more, but that’s beside the point) by finding out information and “distracting” the bad guys with her hacking. How could we represent this idea in the game?  Delphi (inspired by Oracle) can hack the bad guys and put them into disarray!

 The idea of disarray is that the bad guy is so busy “dealing” with the results of Delphi’s hacks, they couldn’t do anything else. I loved the idea that even if you can’t take out a bad guy, maybe you can keep it out the way for some time. Thematically, the idea of “causing an alarm to go off”, “turning off the power in the building”, etc. are things that a hacker would do.  And what does it do?  It distracts the bad guy (puts them in disarray) for a few turns.

The idea of hacking was further improved by allowing hacking to bypass the Protection Hierarchy! Delphi can hack the upper level bad guys and keep them from wrecking the Sidekicks!

Art

I don’t love the art in most Super Hero board games: it always feels like they get artists who are great artists, but don’t “get” Super Heroes!!   It felt like they didn’t love Super Heroes like I did!  I just remember that I never loved a lot of the art of the first few Super Hero games I played, and I wanted something different for Sidekick Saga:  I wanted an artist who got Super Heroes.  I wanted someone who’s art really embraced that ethic!

One of my favorite parts of working on Sidekick Saga was working with the artists, especially Phil Cho!  I adored his art from Venom Assault (see BGG entry here) and his Deviant Art page showed that he really understood Super Heroes!   I contacted Phil, and he was very willing to  help out. 

To this day, the cover for Sidekick Saga is one of  my favorite pieces of art of all time, maybe because it has such personal meaning to me. Given more time, I would have had Phil Cho do all the art in the game, but I had promised my Kickstarter backers delivery quickly, so I did work with a few other artists to help out.

Christina Murphy did a fantastic job stepping up and “matching” Phil’s art! One of my favorite of her pieces is the army of snowmen! So creepy and so what I wanted!

I also had William Liberto help out, mostly with the Heroic Items: I wanted all the Heroic Items to have a similar and consistent vibe, and he did a  great job!

Final Thoughts

I am very proud of Sidekick Saga! It’s the game I wanted!  It’s a Super Hero game with an overarching story! It has exploration, it has cooperative drafting, it has every card being useful in one way or another (by being multi-use or directly useful), and it has ways for the Sidekicks to be clever in their combinations!  I play the entire Sidekick Saga at least one a year, and I am always happy that the game unfolds differently every time!  How could I use all the cards and powers I  had to defeat the bad guys?  It’s different every time!

I know Sidekick Saga didn’t have a great critical reception, but I am grateful to all my backers who supported the original Kickstarter and all the people who reached out to me over the years in support; thank you to all of you.  

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.

Wroth: Worth it or Throw it? A Review of the Competitive, Solo, and Cooperative Modes

Wroth first attracted my attention because of the gorgeous art!  Manny Trembley, the same fellow who did all the wonderful Dice Throne stuff (see here, here, and here) is the artist and designer for Wroth!

The next thing that attracted my attention was that this is an Area Control game (think of games like Risk), but it had a both a solo and cooperative mode?  That’s very interesting!  You never see Cooperative Area Control games!

So, when Wroth was up on Gamefound (a Kickstarter-like site) back in March 2024, I went ahead and backed it!  There were plenty of pledge levels, but I chose to stay with the lesser pledge of the All Gameplay Bundle (with two faction expansions: see below).   I’ve become more jaded over the years and don’t go all-in like I used to: I just wanted to see if the game even worked!  What’s the point of getting everything if you maybe don’t even like the game?

Did I like this? That turns out to be a real interesting question, and I went on a little bit of a journey as I played Wroth! Let’s take a look!

Unboxing/Gameplay

Wroth has a strange form factor; see above with a can of Coke for scale.

I will say that I think the cover for this game may be my favorite cover of the year.  I love this colorful yet minimalistic art of Manny Trembley.

I think this a weird sized boxed mostly so the area mat fits in there when rolled up: see above as it’s rolled up and below as it’s opened up.

This is an area control/area majority game where players get victory points for controlling one of the eight areas on the map above.  

Each player takes control of one of 5 factions (see above), each with special powers and special dice (elite troops, we’ll see below)

Be careful! There are actually two sides to each character! 

One side is the player side (see above): this is the side used by player characters.

The other side is the AI side (see above) that gets used when you play co-op or solo.  If you play co-op or solo, one of these factions will be the bad guy the player(s) fight against.  How do you tell the difference between the two sides?  It’s a little hard to tell until someone tells you “look for the AI marker above the All-Seeing Dice space”.  It’s white, and a little hard to see. See above.

Each faction has their own basic troops, color-coded to the faction of interest.  The basic troops form the foundation of the armies that go out on the mat; these are used for combat and to show area majority.

There’s a bunch of dice in the game, but THEY DON’T ALL GET ROLLED!  Many of them are used to mark elite troops for each faction.   The number on the die is how strong they are!  Again, all the elite troops are color-coded per faction.

See above as the Guild faction gets his six elite troops: 3 Stellen and 3 Cryen.  You’ll note each elite troop type has some special powers notated on the player mat.

There are some dice that actually get rolled!

The action dice are rolled at the start of the turn, and each player will draft one action die in turn (multiple times).  This is a dice-drafting game.  After the dice are drafted, players will take turns “executing” the dice, depending on what’s on the face.  Move troops, disperse troops, do damage, or gain Corra (money) are the main actions.

The All-Seeing Dice (next to the Horde) is a special die that’s rolled at the start of the turn: all players have a single All-Seeing Die. It’s a more powerful die that can be used anytime on your turn; it can augment your rolls, or give you more damage, or other things.  Every turn, you must play an Action die that you drafted, but the All-Seeing Die can be used (on your turn) when you want to, so you can choose when to use it.

Each player has special abilities on the Faction Feat cards: see the three for The Guild above.  Players get to choose one Feat for the game.

See three of the Ruinein feat cards above.  Each player gets to choose the power that matches their play style best!

We’ve said that this is a victory point game, so there is a victory point mat for tracking said VPs!  In all the modes, the victory usually has something to do with having the most victory points!  A common winning condition is the player who gets to 30 VP first wins.

There are some player reference cards; 4 total.  Enough for everyone, but we shared two per side of the table (since the front and back are different).

Finally, there are Solo/Cooperative scenario cards, 3 for each faction (see above).  As the name suggests, you only use them in the solo and co-op modes.

This is a game about getting troops (elite or basic) on the map and dominating regions!  If you dominate the region during the Victory Point round, you score the Victory Points for that region!  See above as green (Ruinen faction will dominate and get 1 VP for region 2.

This is an absolutely gorgeous game with beautiful components, graphic design, and art!  This is a game from Chip Theory games, which means that all of the components are water-proof!  The mats are all neoprene, the cards are all plastic, and the dice are plastic.  Of course, the box and rulebook are still cardboard/paper.   

Rulebook

The rulebook is pretty good, but has some issues.

First of all, this gets an A on the Chair Test!  

When opened on the chair next to me, the rulebook stays open flat, it has a nice big font, and doesn’t flop around over the edges.  It’s easy to consult this rulebook on the chair next to me!

The Component page was a little frustrating; they list all the components, but don’t correlate them well with pictures.  See above: there are a few pictures, but given how much white space on that page, they could have easily made a better components page.

The set-up is ok; it actually spans two pages (7 and a little bit of 8) and the set-up crosses a physical page boundary (i.e., you have to turn the page): Boo!!!  The best set-ups are when all of the set-up is across two pages across from each other.  They also didn’t define some terms during the set-up (what is a “side“?) that made it harder to set-up.  The set-up was just ok.  It really should have been better.

In general the rulebook was pretty good.  There was a lot of text!  There are were a number of pages where I think a bulleted list would have helped (esp. in the AI section for solo/co-o mode).

We’ll discuss more about the rulebook in the “When Is a House Rule Not a House Rule” section below, but basically there are a LOT of edge cases that aren’t well-specified.  In fact, there’s one rule for which the interpretation may make the difference between you liking and disliking the game!

But, I was able to learn the game and teach the game using the rulebook.  I also really liked the font and layout; it was easy to read physically the book.

A Strange Journey

I was very excited for this when it arrived!  A solo and cooperative area control game! So cool!

However, my bubble was burst a little when I read the Modes of Play (page 3 of the rulebook, see above).  In order to play the solo game, you MUST understand the Standard Mode!  In other words, you must play the competitive mode in order to push on to the solo mode!  That seems like a missed opportunity, because many people’s first play would probably WANT to be solo (so they can learn the basics) and then teach.  Nope.  You gotta learn competitive mode first!

So, my first game was a Me vs. Me competitive game (Ruinein vs The Guild) in the Standard Mode!  I really wish the solo game had been the first game to play!  I guess, strictly speaking, Me vs. Me is a solo mode (as I play both factions myself), but it’s not normally how we define “solo play”.

Over the next few weeks, I ended up playing four different ways!!
(1) Me vs. Me Standard Mode (competitive)
(2) 3-Player Standard Mode (competitive)
(3) Solo Mode (cooperative)
(4) 2, 3-Player Cooperative Mode

Me vs. Me

The Me. vs Me solo game (competitive) actually worked very well to teach the game.  I had to get over a bunch of rulebook issues (and I did), but I came to appreciate the competitive game! Look, this is a solo and cooperative games blog, but the competitive mode is quite elegant! It’s very simple to learn, it moves quickly, and it is very punchy!  My Me vs. Me game only lasted 45 minutes, and it never felt like it bogged down!  The turns were quick, the mechanisms were easy to get a handle on (mostly), and it was very punchy! (Pun intended!)

I was kind of shocked how much I liked the competitive game in the Me vs. Me mode; after all, this is a solo and cooperative blog!  I can’t like the competitive mode, can I?

Solo Mode (first game)

Remember, you can’t play the solo game until you learned the Standard Mode! So, after the Me vs Me game, I played solo mode.  (Thank you Wroth for following Saunders’ Law!).  These rules are described in six pages at the end of the rulebook.  Yes, that’s right, the solo/cooperative modes need six pages to describe the rules!!!  This is NOT an easy extension of the base rules!

This solo mode is true solo mode, as you take control of one faction and then fight another AI-controlled faction.  I stayed with The Guild (see above), since I felt comfortable with that faction from my  Me Vs Me game.  Set-up was the same for my character in solo mode (modulo how many basic troops I get).

For the solo game, you fight one opponent; another faction!  To do that, you flip to the AI side (see above) and choose one of the three Scenario cards for that faction!  See above, I chose Priorities.  

In the solo game, the opponent uses the flip side of the Scenario card; it gives bad news, depending on the turn number!

You always know what the bad news will be, as the Chaos Dice (8-sided die above) indicates which bad news will erupt! It’s even worse, as more bad news happens as the game proceeds! On turn 2, you will have 2 bad news events (in order from the card), 3 bad news events on turn 3 and so on!  The only good news here is that you know EXACTLY what the bad news will be, (as it just increments by 1 per turn) so you can plan for it.

The set-up is also described on the card (see above).

It’s still a dice drafting game, as you choose dice and the opponent gets the left over die.  You know what your three actions will be, and you know the opponent’s first action.

In the solo/co-op mode, however, the dice mean something different!  In general, the AI actions for the dice are about 2x as powerful! 

(1) the Mine action gives the AI twice the Corra
(2) the Extend action moves 4 troops to the mat (instead of just 2 for human players)
(3) the Maneuver action really allows the AI to spread out faster than a plain move
(4) The Battle action does twice the damage as a human battle

See (page 17) the descriptions of the dice for the AI faction above.  I think the idea is that, because the solo plauyer can see what’s coming (since the solo player drafts the action die for the AI), the action dice are “twice as powerful” for balance.  The solo player gets to choose the action dice (at least the first one), and so he has an advantage.  On  later turns, the AI simply rolls the die, so it’s not clear what’s coming.   So, for balance purposes, I think the action dice are more powerful for the AI.

My first game ended in a win, as I beat the AI like 40 VPs to 16 VPs, but I look back now and realize that I played a lot of rules wrong.  Was it too easy?  Before I make any pronouncements on the solo game, I need to play solo a few more times.   But, playing the first solo game gave me to confidence to teach the cooperative game.

Competitive Mode (3-Player)

In order to teach my friends the cooperative game, they first had to learn the competitive game.  See us setting up above.

Just like the Me vs Me solo game, the competitive game was easy to teach!  Easy to learn! And it was punchy!  It was over in about an hour (just like the box says)!  I recommend teaching the competitive game first in just about all situations!

Sara absorbed the rules quickly and actually beat my one Victory point!   It was so easy to get the competitive game to the table!

After my Me vs Me game and my 3-Player competitive game, I can honestly say I am very impressed with the competitive game of Wroth!  I don’t like competitive games that much, and I really liked Wroth! The best word I can use to describe it (with pun intended as well) is punchy!

It just moves quickly and is easy to to get into! It really does take 60 minutes as the box says!  If someone ever wants to play a competitive Risk or some other competitive Area Control/Area Majority game, I’ll say “Can we play Wroth instead?

Cooperative Mode

If you thought this was going to be a rave review of Wroth, well, you’d be wrong.  After having a nice time playing the 3-Player competitive game of Wroth, we headed into a 3-Player cooperative version … and got decimated.

In the cooperative game, the players fight one AI faction, just like in the solo game.  Just like the solo game, the players choose a Scenario card “Death and Taxes” (see below) … We played against Ruinein (see above). 

For balance, the AI player gets the same number of turns as the human players, but only after the  human players have gone.    Thus, after each human player activates on action die, the AI player gets that many unanswered turns in a row!  This is for balance; in a 3-Player game, the players do three things, then the AI gets three turns to answer!

We lost our game like 3 to 43.  Yes, you read that right.  We had no good turns, and the AI kept us off the board so we couldn’t score any Victory Points.  It was literally the worst cooperative game I played in some time.   It felt so random and unbalanced as the AI opponent turns were twice as powerful!  And we couldn’t see what the AI would do because in his turn, he just rolled the dice, so we had no way of knowing!

After this cooperative game, I put my game of Wroth on BoardGameGeek to sell it. I hated this play so much!   I am pretty sure we played it right, but there was so much randomness in the game, it wasn’t fun.  

Randomness

First, you don’t get to choose what you do on your turn, you can only draft the dice that get rolled into the pool.  I have phrased this: “You have to do what the dice say”.   In the competitive mode, this doesn’t feel like a big deal, because all players are equally stuck with this decision and you can see what everyone will be doing … so, you can feel more prepared.  In the cooperative mode, you have very little idea what the AI will do because he gets to roll the dice!  And you may not know what it is! (In the solo mode there is much less ambiguity).  And it’s even worse if there are more people playing!

Second, in the cooperative game, where the AI starts can have big difference! You have to roll!  If the AI starts in section 5 or 6, they are adjacent to SO MANY more regions, and can keep you off the map because they can attack you more!  In our first game, the AI started on section 5 (see above), and because of that one position, the AI was able to decimate our troops off the map because he could reach almost all of us quickly! Remember when I said the AI’s action are about “twice as powerful”?  If the AI fights you in the first few rounds, he can easily knock you off the board.  

The solo game mitigates this randomness because you can see what the AI is going to do on his turn.   In the cooperative mode, the AI will roll dice and you have no idea what will happen! It’s even worse for more players!

I think the idea of the AI’s actions being “twice as powerful” is for balance; probably half of the time, the AI may roll an action which DOES NOTHING, so when the AI does roll something useful, it needs to compensate by making the useful actions twice as powerful!  The idea is that the AI gets, on average, as much efficacy as the human players (as the “do nothing” rolls get averaged out with useful rolls).

The only problem with this is that, if the AI rolls well for a good number of its rolls, it will simply decimate you. And that’s what we saw in our first cooperative game.  A  post-analysis of the game had us thinking we lost in round 1 as the AI rolled exactly what it needed to get us off the map, and we couldn’t get a foothold after that.

Solo Game Revisited

After such a horrible cooperative experience, I wanted to played the same horrible scenario solo.  Was this a fluke?  Was it something else?

I ended up playing a very balanced game and was able to beat the same Scenario that crushed us in the 3-Player cooperative game.  Part of the reason was because I could see more what the AI was going to do, so I could try to be smart and work around it.   The randomness wasn’t nearly as pronounced because I could see what what the AI would do most and plan for it (but see below).  It’s only in the cooperative game that the randomness can run away, because the AI starts getting random, unanswered turns (in the 3-Player game, the AI gets three unanswered turns in a row).

I really liked my solo game.  Now that I knew all the rules better, I could be smart.  I could outthink the AI.  The solo game is a puzzle. And I love that!

I had put my copy of Wroth up for sale on BGG after such a horrible cooperative game.  I would be okay if it didn’t sell, because I had like the competitive game so much.  I wasn’t sure about the solo game until I got a few more under my belt.  I like the solo game; it’s a puzzle.  I took my copy of Wroth down from BGG and have decided to keep it.

And after a few more solo games, I realized I made the right choice to keep Wroth.  This is a neat solo game.

When Is a House Rule Not a House Rule?

I have at least three or pages of questions about edge rule cases after playing numerous times: see my little stickies above.   Although the rulebook is pretty good, it really doesn’t address a lot of edge cases.  

In particular, the Solo/Co-OP Scenario cards have limited real estate (they are just cards), and all the rules have to be on the back!  There are no FAQs (yet: see this thread here on BGG), and each Scenario is very different and will need questions answered.   I love the plastic cards that Chip Theory uses, but this is a case where I think having a separate Scenario book would have been a better choice.  There are much fewer real estate issues (a page will have much more space than a single card) and further elaborations/FAQs could be placed in there.  

When is a House Rule not a House rule?  When we have to make a determination based only the information you have!   If the rules aren’t clear, we have to interpret the rules so we can move forward!  Maybe we interpreted it wrong, maybe we didn’t.  But we can’t call it a House Rule because a House Rule is usually when you choose a different direction when knowing the rules.  

Most of the rules made sense after I have played about 5 or 6 times.  There is one rule that’s very important, and may determine how much I like this.  I don’t consider this a House Rule because the text is unclear.

When the AI rolls an action die after he takes a turn, when does that roll happen?  On page 17, the text says:  “The drafted die is then rolled to determine the action taken by the AI faction’s subsequent turns”.   When is it rolled?  If it’s rolled at the START of the AI’s turn, then you don’t know what the AI will do!  If it’s rolled AFTER the AI has taken his action, then the players will know what the AI will do!  I think, by the phrasing above, that the AI die is rolled AFTER the the AI has taken his action.  This minor difference might be the difference between me liking the solo game or not! If I can be smart and see what the AI is up to, then I can plan ahead! Even if the AI turns are twice as powerful, I can still plan around them.

It’s not a House Rule if the interpretation is unclear.  I am going with the interpretation that makes me like the game more; AFTER.

Cooperative Play (revisited)

All right, I SOMEHOW convinced my friends to try to play cooperatively again. Well, at least one of them.

This time, we played a 2-Player game.  And it went a little better.

I think that when the opponent faction gets too many “unanswered turns” in a row, the game spiral out of control.  In our 2-Player game, there’s fewer of those unanswered turns (only 1 per).  I think we found that the 2-Player game is barely in the cusp of spinning out of control.  

For the AI faction we played, we have to keep the opponent from CONTROL of the middle, and guess where the opponent “randomly” started?  We pretty much lost the game instantly, as we realized we couldn’t do enough movement to get us to the middle!  So, basically, we re-rolled the intro dice until we had a combo that we could “not lose” right away.   

This is the kind of randomness that kills us.  

I think 2-Player cooperatively can work (barely); it feels like it’s just about to spin out of control so many times.

One of the reasons I think I hate the “unanswered turns” is that it reminds me of the problems with Variable Turn Order where the nemesis can get 3 to 4 unanswered turns in a row: see  our post here on that.  I think watching the nemesis do something without being able to do something makes me feel impotent.  I think the 3-Player and 4-Player cooperative game has this problem.   If you have a friend you can really work together well with, the 2-Player cooperative game might be okay for you.  Even at that count, the randomness can still trash your game.

Conclusion

In a crazy turn of fate, I am going to recommend Wroth as a competitive game but not as a cooperative game! I know! That’s so weird for a solo/cooperative blog!

The competitive mode is punchy and quick!  It’s easy to teach! And it’s over quickly! You feel powerful and smart on your turn!  Objectively, the competitive game is probably like an 8.5/10.  Subjectively, since I don’t tend to like competitive games, I’d probably give it a 7/10.  I’d still play it!  I think I might give it a higher score if it didn’t have “the dice tell you what to do” mechanism.  I’ve never loved that.

Unfortunately, we found the cooperative mode too random.  We even gave it several chances, but it wasn’t fun.  There was too much unanswered randomness as the AI player slaughters you with actions that are twice as powerful.  I don’t want to play this again cooperatively: 4/10.  Maybe, maybe, the 2-Player co-op would work for you, but definitely not 3 or 4-Player cooperatively.

But the solo game was fun!  I liked the puzzle it presented! The untethered randomness we saw in the cooperative mode wasn’t there because the AI never got those unanswered random rolls.  I had a great time; maybe 8 or 8.5/10 for the solo game? Again, this might be higher if it didn’t have the “the dice tell you what to do” mechanism.

It’s weird, I almost sold my copy of Wroth  (it was up on BGG for 3 days) because I had one of the worst cooperative plays ever: I can’t recommend Wroth as a cooperative game.   But the solo and competitive games were both really good and saved the game for me; it’s staying in my collection.  

Super Squad High: A Solo and Cooperative Superhero-ish Game

Super Squad High is a cooperative and solo Superhero game that was on Kickstarter in April 2024.  It promised delivery in March 2023, and it was just a month or two late (which is pretty good in Kickstarter terms).

I went ahead and backed the high-end version and got the Arylic pins and Art Book: See above.

The Arylic pins are completely superfluous and you don’t need them, but we had fun picking our characters using the pins (and then wearing the pins): see above.

Let’s take a look!

The Rulebook

The rulebook was just okay.  

The rulebook ventured into low C territory for The Chair Test. It does kinda fit on the chair next to me, and it does stay open, but it does droop a little too much for my liking.

There tended to be a LOT of text without too many pictures.  Luckily, it seems like most of the rules are there (modulo one solo rule for Crime cards).  Also, the font was a little small.

There also seemed to be a lot of “space” around the edges that was just “flavor”, when I would have preferred more pictures and a larger font.

The components page was pretty good.

The Set-Up worked pretty well, especially since the directions were on one side, and a picture on the other.

I got through the rulebook, and most of the rules were in there in a logical place.  I think the rulebook could have been made better in a lot of ways, but the fact that it did seem to have all the rules goes a long way.  In the end of the day, it was fine, but it could have been better.

Unboxing, Components, and Gameplay

This is a pretty standard sized game box: see Coke Can above for scale.

1-4 Players each take the role of a SuperHero in a High School!

Each hero gets a Student ID and Power card: see above.  These two cards form your character!  My character was the “Swole Tank” and he has Super Strength!  See above!! Players get to choose from one of two Student IDs and one of two Powers at the start of the game, so there is some choice about who/what you get!

Players gets “Costumes” (cards above) throughout the game.  These cards are basically used to fight crime!

Generally, the Costume cards are used to the stop the elements of crime … that appears from the Danger Dice!  See  the Danger Dice above, and that the Costume cards correspond to some of the symbols.  Basically, if you can’t “block” all Danger Dice with your Costume Cards, then something takes damage (either the city, you, or an innocent bystander)!

See above as the Tachyon Field, Hockey Mask, and Tungsten Jack block all bad effects from the crime!  And even though the Tungsten Jack doesn’t match exactly to block, this was a “grey” or Tools-related crime, so all Tools cards are wild and can stop anything!

Crimes come out as the Heroes play!  See above as the Rampage hits the Science Center!  In order to take out that crime, you have take care of Minions AND Disable the Weapons!  If you fail, then some damage happens to the city!

At the top of the board are “damage tokens”: if there is ever too much damage (usually from letting crimes go), then the players lose!  The heroes MUST keep the crime at bay!

Although keeping crime at bay is important, it’s not how you win the game!  You have to talk to your schoolmates to try to deduce WHO is the big bad villain, what their scheme, and what is their motive! See schoolmates above!  

The more students you befriend and have successful “meetups”, the further you get!  To win the game, you must uncover all three: Villain, Scheme, and Motive (see above).  You must do this before the clock runs out!  (The clock is the Crime deck running out of cards).  Even after you unmask the Villain, you STILL have to have a final fight!

Students are befriended by finding out about them (their Flirty, Sad, and Funny interests).  In order to truly befriend someone, you must discover their interests and what makes them tick!

You move your tokens on the board to “talk” to people: see above as one token talks to some Edgy student (to uncover one of their traits).

Crazy enough, with all this going on, you still have to keep up with your homework!  Doing your homework won’t win the game, but if ANYONE is ever failing, all players lose the game!

If you can keep crime at bay, keep your homework under control, speak to your classmates, and do your laundry, maybe you can uncover the Villain, Motive, and Scheme!  After such a reveal, you have to win one final battle with the SuperVillain to win!

Worker Placement

This is nominally a Worker Placement game, as you have to put out your tokens out to do stuff.  Each player gets two tokens in the Morning, two in the afternoon, and two at Night.

These tokens go on the board to do stuff! Notice above as a token goes on “Geeky” to talk to a Geeky schoolmate!  Also notice that the Locations can ONLY be visited at certain times of day.  In the morning and afternoon, you can usually only do things at school (like Homework or talk to schoolmates) or sometimes upgrade your Costume Deck!

Usually, things are the city can only be activated at night!  See above as the Stadium can only be activated at night!

From a cooperative point of view, the rulebook was never “clear” on how to place your tokens.  The only rule seems to be “Starting with the Leader, players take turns taking actions”.  I think that probably means clockwise … but given the lack of clarity, we chose to simply use Player Selected Turn Order!  As a group, we can decide when to place our tokens.  Since this is a fully cooperative game, it doesn’t matter “too much” the order they are placed, as long as everyone agrees with basically where they go!  (This was probably a House Rule: we’d recommend it to you).

“I really need to do my Chemistry homework, or I fail and we lose!  You need to let me go there!”
“I really need to talk to that Geeky girl, is that okay, or do you need to talk the other Geeky guy?”
“We really need to deal with this crime!  I can do the punchy part, can someone else do the gadgety part? Or can you back me up nearby?”

These (above) are typical phrases that got uttered during our gameplay!

The Worker Placement as a mechanism to fight crime, do homework, talk to schoolmates, and upgrade our decks seemed to work pretty well.  It was intuitive and the icons worked pretty well.
It was also interesting to note that you could only use certain spaces at certain times of the day.  This made planning ahead more critical!

Deduction

This is nominally a deduction game … ish?  You have to uncover the Villain, Scheme, and Motive in order to win the game!

You can only move forward by talking to your class mates and befriending them!  Once you have truly befriended a classmate, you can get closer to revealing one of the Villain/Motive/Scheme cards!

This mechanism worked pretty well, but it wasn’t really “that” deductive. I was hoping for more deduction, but the mechanism worked.  It was just simpler and easier than I expected.  That’s not a bad thing, but this doesn’t “really” have that much deduction.

The Summary cards show what all the trait tokens can be, but unless you have uncovered “most” of them, guessing is a real shot in the dark.  You can try to befriend someone without knowing all their traits, but you have to guess the unknown traits! It might be easier to just talk to them ahead of time directly rather than wasting a turn and “maybe” befriending them.   I was hoping for a little more deduction … this just felt like you just had to spend your turns judiciously to make sure you talked to the person enough.  Befriending someone was more about proper use of time rather than deduction.

Crime

The Crime fighting part of the game seemed to work pretty well.  I was worried because so much of the Crime fighting is dice based, but since certain cards are wild when you fight crime (yellow cards are wild when fighting minions, and blue cards are wild when Disbabling Weapons: see above), you actually have a pretty good idea of if you will succeed or not.   If you engage the crime, YOU WILL DEFEAT IT, … but can you pay the cost?  Can you afford to damage to the city? Yourself? Innocent Bystanders?  I was really worried that the dice mechanism would be too random for me, but it really wasn’t.

Superhero?

Is this a Superhero game?  Yes … mostly.  The High School part makes this feel more like the movie Sky High than Avengers or Thunderbolts! Don’t get me wrong, I actually really liked the movie Sky High, but not everyone will love this “let’s be superheroes in High School” theme!   The Superhero theme does come through, but it is a little silly.   There’s a certain … silliness (?) to the game.   It’s more that this game doesn’t take itself too seriously, but it’s still pretty good.

I think the art style and sillyish costume cards contribute to that lighter feeling.  See some above.

If you even know what the movie Sky High is and you like said movie, I think you will like this game!  Even if you don’t, you may still like this game.  The theme may turn you off, but there’s still some fun to be had.  But, if that theme would just turn you off completely … I’d say “give it a try”. 

I don’t think this would make my Top 10 Cooperative Superhero Games, but that’s not because it’s bad or anything; it’s just that the high school theme detracts a little from the Superhero part.

Roleplay

There is an element of this game that will make you love or hate this game.  When you are doing the “deduction” for the traits of your classmates, one player is reading the questions and seeing if you can answer correctly for the traits.  See above and below for examples of some questions!!!  For some people, this will be the funnest thing in the world as you answer questions for the traits to show you know them!  For some people, this will be the dumbest thing in the world and they will hate it.

You probably know which one you are.  If you hate this, the solution is simple: don’t play with it: just guess and ignore the question cards.   If you love this, the solution is simple: play with it.  The game will work both ways.

This one element may repel or attract you completely; don’t let it define the game for you, as you can play with it or without it easily.  And it won’t affect the gameplay.  I say this because there is a pretty good game here, and I’d hate for this one thing be the reason that you don’t play it.  

You know yourself and what you think of this question/answer roleplay. Take appropriate action if you play.

Solo Play

Luckily, this game does support solo play (congratulations for following Saunders’ Law)!  

This is true solo play, as the solo  player takes control of one hero!  See above as the solo player becomes Gadget Cat!

It’s unfortunate that the rules for solo play are later in the rulebook after everything else.  I get that, but the set-up portion for solo rules could have EASILY been in the set-up section of the rulebook, and I was frustrated that I had to page back and forth between this section and the solo section, especially since solo play was my first few plays!

Even worse, one of the solo play rules was not well specified: how many Crime cards do you use?  I figured out the hard way (by just trying and seeing it it felt balanced) that the solo player uses the same number of cards as the 2-Player game.  This was mostly the only rule that wasn’t well-specified, I was able to figure everything else out.  

The solo game proceeds pretty much like the cooperative game, with only a few exceptions: there’s no teamwork, the Villain is easier to defeat, and the Crimes can be defeated with only one defeat (instead of both on the card).  

The question/answer roleplay rules we mentioned earlier (that you will love or hate) can be approximated in the solo game with writing stuff out: see a page above.  Meh, this felt like work and not fun, so I chose to bypass this part.  

The solo game worked pretty well: it was hard and I realized near the endgame that I had to concentrate on questioning students to figure out who did it!  The game could have gone either way at the end, but after I buckled-down … I was able to reveal the Villain, Scheme, and Motive just before the endgame!  That was exciting!

The final battle went pretty well as I was able to take down the final Villain! (In the solo game, you only have to fight the final as if it were a crime: you have to fight more in the cooperative game). See above.

I played a couple of solo games, and the game was pretty good: it was challenging and there were interesting decisions to make, but it wasn’t super hard.  I liked it, but I didn’t love it.  I think I didn’t love it because it felt like the game arc would be mostly the same every time. It didn’t feel like it would be that different between games.

The solo game (despite the Crimes deck rules flaw) taught the same pretty well.  I just don’t know if I’ll play it again solo, but I had fun.

Cooperative Game

I think this game shines better as a cooperative game.  

The fact that TEAMWORK was now a mechanic really helped push the game forward: if another player is in the same city neighborhood as other heroes, they can contribute cards towards fighting crime!  This leads to another level of strategy over the solo game, as players now can help each other!   See above as the three heroes work together to take out the CyberAttack!

“Man! I need some help taking out this CyberAttack!  Can you guys help me over by coming to my neighborhood?”

It felt very cooperative as we constantly consulted each other where to do, what to do, when to fight crime, when to help each other, when to do homework, and when to talk to classmates!

I think the best part of this game is the cooperation: you probably can’t win unless you really work together well.    The game arc feels less “samey” in the cooperative mode as play will vary a lot more as everyone tries to figure out the “smartest” way to do everything! Some turns will have you do all the fighting!  Some turns will have you talking!  Some turns will have you supporting!  It just depends on what’s best for the group, and that can change quite a bit more in the cooperative game.

My friends all liked this game and had fun.  They also liked the roleplay elements in meetups, which probably upped their score a little (most of my friends are also avoid RPGers).

We are looking at pretty much 7s across the board.

Campaign Modes

There is a campaign mode (Yearbook mode) for this game which … we didn’t play.  It sounds like it might be funnish, but I think this game feels more like a lighter game.  We all had fun and such, but the vibes from the game make this feel like a fun, light one-off game.  It doesn’t quite feel like a campaign game?  It just doesn’t look like the yearbook mode changes the game that much from game to game?

I think I am less likely to do Yearbook mode because I would do it solo, and I didn’t love solo mode.   

I don’t know, maybe the yearbook mode is great.  I just don’t think that’s the way my friends and I will play this.  We will probably play it again, but in one-off mode.

Conclusion

If you like the Superhero movie Sky High, with Superheroes in High School, there’s a good chance you will like this game.  Even if you don’t love that theme, there’s still a fun light game here that you might still enjoy. 

Be aware, if you do play Super Squad High, that you may or may not want the roleplay aspects of the game: make sure you figure this out beforehand, because if you hate the roleplaying/asking questions part of this game, you will hate this game!  But if you know you will hate this, you can completely ignore that part and still enjoy this game.

I didn’t love this game solo, mostly because it felt like it could be a bit samey from game to game.  It was still fun, and it taught the game well enough for me to teach my friends:  Solo game: 6/10.

The cooperative version of this game is probably the best version: the Teamwork and strategies and discussions that emerge as you play really bring out the cooperation: I think the emergent cooperation is the funnest part of this game.  All around, we gave this a 7/10 for cooperative play.

This is a pretty fun game that’s light and easy to bring to the table to have a light superhero experience. There’s a yearbook/campaign mode in the game (if you want it), but my group just liked this as an easy one-shot cooperative game.

Magic And Murder Mysteries! A Review of Murders at Karlov Manor: The Case of the Three Blade Knife

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So, this is a murder mystery in the world of Magic: The Gathering?  Yup, that’s what this is!  Although its official title is Murders At Karlov Manor: The Case of the Three Blade Knife! See the BoardGameGeek listing here.

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My friends and I really enjoy our murder mysteries (see our Top 10 Cooperative Detective Games), so we were excited to try this out!

Let’s Take a Look!

Unboxing

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Part of the problem with reviewing Murder Mysteries is that part of the fun of the game is exploring the system!  What’s new in the box?  How do things work?  How does this do stuff differently?  

To that end, we’ll give some very generic thoughts up front which shouldn’t reveal too much of the mystery.   Feel free to stop reading after that if you want to just try it yourself!  After that, we’ll have some minor spoilers, followed by possibly some major spoilers.  Read as far as you want!

High-Level Thoughts: No Spoilers!

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This was a mystery set in the world of Magic: The Gathering.  I know nothing of this world, and my friends know just a little.  Not knowing the world didn’t affect whether or not we could play the murder mystery.  I am sure there there were plenty of “A-HA!” moments for Magic: The Gathering players, but it didn’t stop us from enjoying the game.

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There are a LOT of materials to get through: our game took place in one night for 2.5 hours.  We were able to get to the end of the crime and solve it in one night.  This is a little bit of a slog to get through: there are a lot of materials to read out loud and share!

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In the end, we didn’t love this. 

Rich: Has specific complaints, which he will address in the spoilers section below.
Teresa: Liked it the best, as she got to “perform” and she really enjoys reading stuff out loud. 
Andrew: thought it was a little bit of a slog, as there was so much paperwork to get through!  He still thought it was better than Detective (the Portal Games).  It kinda felt like work.
Sara: It was pretty good.

The general consensus was that it was okay.  Rich liked it the least (probably with a 4/10) and Teresa liked it the most (with a 7/10).   The biggest complaint from everybody was that, even though this was set on the world of magic, specifically Magic: The Gathering, it felt like it could have been in any world: Noir, Cthulu, Voodoo Pirate, something else?   We still dusted for fingerprints, but it felt like someone searched and replaced “dusted for fingerprints” with “used fingerprint ooze“.   Sara pointed out (I think correctly) that this would have been a better mystery set in the 1920s world of Cthulu.

Overall, it was ok.  There were some nice highlights in the experience, but it was a lot of paperwork to slog through, and the mystery itself had its issues.   The 4/10 from Rich was because he really disagreed with how the mystery was handled, Andrew was probably a 5/10, Sara a 6/10, and Teresa a 7/10. 

Maybe you just like living in this world, and just like doing the paperwork of a mystery, and reading the materials: then you, like Teresa may really enjoy this.   The story presented overall was interesting.

If you want to read more specific complaints, read on. 

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Minor Spoilers: Some Issues

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The game comes with a very cool metal pendant!  It serves as your RAMI badge for the game!

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You download an app, and put your phone above it to get “some augmented reality options!”  See above!

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One complaint is that The Case of the Three Blade Knife looked like it would be a cool immersive augmented reality adventure! Look at the cool app above!  But it really wasn’t!!

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We loved The Arkham Asylum Files: Panic in Gotham City (see review here) and it even made the #1 spot on our Top 10 Cooperative Games of 2023!  We were blown away by the augmented reality here!

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This wasn’t really much of an augmented reality experience. We used the phone just a few times? We could have replaced the phone with a piece of red acetate for some of it.  The best part of the phone app was in the finale, where THE GAME WAS ON RAILS!  At the end of the game, the phone was cool in that it presented the finale really well (cool voice acting), but during the adventure when it mattered, we used it like once.

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How much money was spent on the metal RAMI badge?  How much money was spent on making the app?  If we used the phone more during the adventure, this would have been cooler.  But we didn’t.  The ending was cool, but by that point, the adventure was over and this was just a “presentation”, not an interactive murder mystery with cool augmented reality.

I am not sure it was worth the extra money for the metal RAMI badge and the money to make the app.

I will say that the finale was very cool.

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Major Spoilers: Mystery Progression

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There was a lot of reading: This was work. The materials were well-organized, but getting through them was almost like homework. Still, the materials were very cool: see some above and below.

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There were two major problems with the mystery: 

1) Ignore motive.  The game literally said something like “don’t worry about the motive, just choose someone“.  So, we are looking for means and opportunity only?

2) What are The rules of Magic?  We live in a world of magic, literally Magic: The Gathering!!  What the rules of magic?   Magic can make means and opportunity that much more opaque (teleportation, scrying, Bigby’s giant hands!).   We have NO IDEA what the rules of magic are going into this adventure, so that completely obscures means and opportunity.

I feel like, unless the rules of Magic are somehow explained in some way, it makes it too easy to make a murder mystery unsolvable.  “The murder weapon could have been handled remotely, the murdered could have teleported in and away, the murdered could stop time to leave no trace, etc.., etc., etc., etc.”. 

So, hints, evidence, don’t seem to matter as much.  Because magic can do anything.  This really soured some of us on the mystery after it was revealed:  we had spent 2.5 hours combing through evidence only to have a Deus Ex Machina explanation. I hated it.

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Giant Spoiler!! Read At Your Own Peril!!

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In the end, the only major use of magic was to possess someone and frame them for the murders.  We had no clue this was happening, we had no books to read, we had no idea.  We just “guessed” the murderer based on location, and then went to the endgame.  By the time you are in endgame, the game is on rails and it’s easy to solve.

This game pissed me off because it didn’t feel like a mystery.  You just guessed at someone based on  location, but all the while “magic” (whose rules were unexplained) was the driving cause.  

This was more of a “explore this world, make some guesses, and enjoy the story”.  If I had known that going in, I may have enjoyed it more.  But I was so busy trying to put a good solid well-crafted mystery story on top, I was pissed off when I learned what actually happened.

My friends, who enjoyed the story for what it was, had more fun that I did. 

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Conclusion

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If you look at Murder At Karlov Manor: The Case of the Three Bladed Knife as a story that unwraps, then maybe you’ll enjoy it for what it us.  Given how much work there is to go through all the paperwork, I was very frustrated with the lack of clues,  lack of evidence, lack of explanations of rules of Magic, and the Deux Ex Machina final solution.

But I was definitely the outlier here: my friends enjoyed the story and had fun.  I didn’t.

The Dark Quarter: Into the Muck

It arrived!  No, not the physical copy of The Dark Quarter!  That arrived like early 2025!  

But the APP finally arrived at the iOS store!  See above! Late May 2025!  This game is completely unplayable without the app, so my physical copy of The Dark Quarter sat silently in the corner for months, waiting for the APP to be available!  And it finally arrived!  I think I downloaded it May 25, 2025.  I have been really looking forward to this, as it was my #4 on my Top 10 Anticipated Cooperative Games of 2023 … it’s years late at this point!

So, in any other year, this might be considered weird to get the physical game before the APP is ready, but with the Tariff situation changing daily, I think Lucky Duck/Van Ryder games did the right thing getting to us ASAP!  

Let’s take a look!

Unboxing

This is a pretty standard sized box; see Coke can above for persepective.

The game comes with a lot of cardboard tokens (see above),  but I had gone all-in on the Kickstarter and got the nice plastic tokens as well.

I also got the metal coins (see above).

Even though I got the miniatures expansion as well, you will still need some of the little hexes with people on them.

You could play this game just fine with the cardboard, but the upgraded components make you feel…. like you’ve spent more money. 🙂  No, they are nice.

The little plastic cubes denote your ability scores.

And each player will get their own dice (see above, as the dice as color-coded for the 4 players).

There’s some nice Location  cards that will come out (see above) as you explore.

And there’s both objects (see above) and story cards (see below).

What’s that?  Yes!  A QR code!  These cards will be scanned when you play!

The minis are pretty good, but not great.

But the minis are notated with a number on the bottom so you can put them back where they belong (see above and below).

I mean, this game looks pretty good, ya? 

Rulebook

The rulebook is fine.

It fits pretty well on the chair next to me open flat, and the font is pretty big.  This is venturing into A territory (although it maybe could have used a few more pictures) for The Chair Test.

The Components page is well-labelled.

The set-up is pretty good, although there is always confusion in an APP based game: usually the APP sets you up, so do you need this?  You kind of need both the rulebook and the APP for set-up.

The last page has an ICON summary, which is great! … but I don’t think I ever used it once in all my solo or cooperative gameplays.

The rulebook is pretty good, but you don’t spend a lot of time there; you are always in the APP.

Warning! 18+!

You may miss it, even though it is clearly on the box (see above) but this is clearly an 18+ game!  Between language, grisly murders, some sexual references, and just dark imagery, you probably don’t want to play this unless you are ready for a dark, grimy, and morally ambiguous world.

Teresa, who started out censoring the bad language from the APP, was swearing like a sailor by the time we finished our first session!  She really embraced this world! Be aware, this game will corrupt … something?

Gamplay

Each player takes the role of an “investigator/consultant” for the Beaumont Detective Agency.  Each character is flawed in some way, but they are generally seeking redemption (but that’s your choice to make).  

Players use the APP to guide the game.  The APP shows how to set up places of interest (see above):

And you reflect that on your game board.

The boss lady tells you what to do in the APP, and you explore a 1980s New Orleans investigating a murder!

Each characters gets some items they can use, and has some level in 4 different skills/abilities (see above).  These abilities are rolled against, and however many you surpass is how many successes you get.

This is absolutely a dice game!  Almost every turn, you will roll the dice to do “some skill check”.  You always get your two base dice (color coded for the characters: see above), and some extra effort dice.

These effort dice are enabled as you play.  You always get one effort die at the start of your turn, but sometimes you will get more through other actions.

Players explore the city, trying to investigate a murder!  The APP controls the narrative, with the players making choices, and the dice determining success or failure.

You’ll notice a lot of items have a QR code (see above): you will be scanning your items to interact with them.  This may remind you of Chronicles of Crime (that made our Top 10 Cooperative Detective Games), and it should!  Lucky Duck (who teamed up with Van Ryder Games to make The Dark Quarter) also made Chronicles of Crime!

Honestly, playing this game reminds me of playing out a Detective series on HBO or Apple+ mini-series.  Story happens, characters develop (or regress!), and a lot of swearing and adult situations occur.   

Solo Play

So, you can play solo (thank you for following Saunders’ Law).  

However, solo play has you take control of two characters: there is no true solo play. See above as I chose to operate both Constance Moreau and Winter Mullins.  

The rules do cover the case where the solo player has to play two characters (see above), and justifies needing at least two characters as “the stories are intertwined; you need at least two characters to get the best out of this!”  And that makes sense; these characters destinies are all tightly coupled!

So, I started a game.  And went back and forth between the two characters.  And I didn’t enjoy it.

The back and forth between the two characters as a solo gamer just didn’t work for me.  It felt like I couldn’t get any thing done, as just as I did one thing at a Location, I’d have to immediately go to the next character.  I remember loving Detective: City of Angels (A Van Ryder game also in our Top 10 Cooperative Detective Games) because you had four precious actions on your turn and how you spent those actions mattered! It felt like you could concentrate on a Location and get stuff done!  In The Dark Quarter, I frequently felt like I got to do just “one” thing, and then it was the next character’s turn.  

I played out the first two sessions as a solo player, but … I kinda stopped caring.  I felt like I couldn’t get anything done as a solo player, I was so busy “advancing the story”, I felt like I wasn’t playing the characters or solving the mystery.  I felt like the game was playing me.  

The story was interesting, but I felt like I couldn’t focus.  Some of that  lack of focus was the context switching between two characters, and some of that was going back and forth between the game and the APP, some of that was all the dice-rolling, and part of it was just how “little” I felt like I could do on my turn.  I just had to swap between too many things, and it took me out of the game.

I hoped a lot of these issues would go away when I played cooperatively.  I was expecting to love and adore this game straight out of the box.   I didn’t, and my solo experience wasn’t great.

Cooperative Play

Whew. Luckily, the cooperative experience was much better!  The fact that the focus moves around quickly between characters is actually good in the cooperative game, as most people feel like they get their chance to play; quickly and regularly.

You can see as the board and locations expand out!  The world definitely envelops you as you play!

This game feels “tuned” to work best as a cooperative experience.  The 3-Player game we played was fun!  We ended up playing about 3 hours and still didn’t finish the first play!  But, we still wanted to play more, so we kept playing …

The game, in the rulebook, does a really good job of emphasizing “READ EVERYTHING OUT LOUD!”  See excerpt above.  This really encourages everyone to stay involved with the story and all the decisions in the game.  Even if some decisions are only character-based, everyone stays involved.  I am glad to see that emphasis in the rulebook (see above), and I think that is the best way to play the game.

Good times.  The cooperative play has been a success.  Currently, we have played two weeks in a row, having invested about 6 hours into the game … and wanting to play more!

Solo Vs. Cooperative

It’s really interesting to me that the solo experience fell flat for me, and the cooperative experience worked so well!  It makes sense; the game seems “tuned” to keep stories and plot points coming out, as to keep the players all involved! 

Like a car “tuned” for Sports mode instead Eco mode, The Dark Quarter seems “tuned” to cooperative mode.  The solo mode will work, but the game operates (in my opinion) at a lesser gait.  At least, that was my experience.   (And you have to understand, I love mystery games!)

Length of Game

The game is long. Longer than you might expect.  We played for three hours straight the first session! And three hours the second session!  And we still had a lot to see!  And we still have more to go!

Luckily, the APP can help you save the game between sessions.  There are several points where you can save the game; these intermissions happen about every 45 minutes or so.  So, if you really wanted to, you could just take up about 45 minutes. But given how much set-up and tear-down there is, you probably want to play at least two sessions.  We ended up playing three on our first playthrough.

The App

The APP is pretty good.  We didn’t encounter any real glitches or problems in solo or cooperative play.  Although it took them a while, the publishers did get the APP out and stable.

One problem: the font is probably too small.  We had trouble reading all that text (to be clear; the players read the text out, not the APP), and we wished we had a control to resize the font.  

Another gripe about the APP; there was no UNDO!  This is one of my biggest pet peeves in cooperative APPS; the lack of UNDO makes me me grumpy!  If this were a completely physical board game, UNDOs are easy:  “Oops!  I meant to go to the Graveyard!  Back me up!”.  Nope.  There is no UNDO in this app.   I think this actually slows down gameplay a little: “Are you SURE you want to do that?  We can’t back up!”

In general, the APP seemed to work fine for us in both solo or cooperative play.  It was pretty good.  Be aware, the players still have to read all the text out loud!! The APP does NOT read the text for you!

Dice and Murder

I said this earlier, almost everything in this game is a skill check with dice.  The game seems pretty balanced.   For instance, if you fail, the game typically gives you an “extra” effort die for your next die roll (which I appreciated).

But in the end, The Dark Quarter is still kind of a dice game.  Which I don’t love!  I feel like a detective game should be about following the evidence, making best use of your resources, and generally trying to be smart/clever.

Detective: City of Angels, Sherlock Holmes: Consulting Detective, are detective games where you have to be smart.    Although The Dark Quarter is a nominally a detective game, it has more drama in it than I expected.   The dice contribute to that drama, because they make the game more random and unexpected!

When I play Detective: City of Angels or Sherlock Holmes: Consulting Detective, I feel like I am playing a detective show like Death in Paradise, or Midsomer Murders where the mystery is front and center.  When I play The Dark Quarter, I feel more like I am playing a police drama where the mystery is less pronounced.  It’s not bad, it’s just not quite what I was expecting.  

If you want to jump into a police drama in New Orleans in the 1980s with lots of magic and character development and story, this is the right game for you!  If you want more of a mystery, well this isn’t quite that.  But there’s still more than enough mystery to keep you going!

Conclusion

The Dark Quarter is a really interesting game, but you have to know where it fits best.  I don’t think it works great solo, it’s more random than most mystery games, it’s very dependent on the APP, and the 18+ age requirements are pretty stringent.

But, if you find a group that wants to jump in to a 1980’s drama/mystery with lots of adult twists and turns, The Dark Quarter is the game for you!  It’s got great story, interesting interactions, and plenty of character development/regression!   Instead of watching an adult mystery/drama on HBO or Apple+ tonight, consider playing The Dark Quarter instead!

Solo play: 6/10. Cooperative Play: 8/10.  I think most people would probably give this a 9/10, but I think I wanted just a little more mystery and a little less dice-rolling. It’s still really good though.

Bloomchasers: Add Some Coziness To Your Solo and Cooperative Life

Bloomchasers is a solo, cooperative, and competitive game that was on Kickstarter back in April 2024 .   I backed it (see above) and it delivered May 20th, 2025 to my house!  It originally promised delivery in January 2025, so it was about 5 months late (which is not bad in Kickstarter terms).

This is a hard game to describe; you build branches, buds, and flowers on a 3D tree!  It looks really cool! You can see what it looks like on the back of the box, but we’ll see some real pictures in our runthrough below.

Although there is a competitive mode, we are just focusing on the solo and cooperative modes.  Let’s take a look!

Unboxing

This particular edition has both the base game and expansion built in!  It’s a pretty big box! See the Coke can for perspective above.

It has a lot of little plastic pieces for the trees.

The green pieces (they kinda like of look like broccoli) are the main branches the players put on the tree.

The tree is a giant piece you put the branches into and some flowers!

I mean, the game is unique looking and interesting!

Gameplay

Every turn, players take on branch (“brocolli”) and put it on the tree.

The branches go on the tree in any empty space (or in a space with your bud).

You put buds on the tree, (little circles), trying to certain layouts of your buds.

Before you place a bud, you have to use one of the weather cards which “defines” how you can put a bud on the tree.

During a “bloom” card, you can place flowers on your tree where blooms are!

Your goal is place as many flowers as possible, and you get points based on “the frequency” of the weather cards.  The frequency of weather cards matters because it’s easier and easier to place certain flowers if there are more weather cards.

You’ll notice at the bottom of the weather cards, that if you have flowers already played, you get to play MORE BUDS!

The game looks really great as you try to get as many flowers as you can!

This is really a game about scoring and trying to do better than last time!  (Although, we found the scoring wonky in the solo and co-op)

Rulebook

The rulebook is okay.  The form factor isn’t great; see above as it gets a B- (?) on the Chair Test.

The rules are described adequately, but it does miss several points that are quite important to play.

  1. What is considered adjacent?  It turns out adjacency is also a 3D concept!
  2. What is considered a bud?  Even after you place a flower on a bud, it is still considered a bud!
  3. How do the 3D flowers works?  It is described in the rulebook, but it needed a better pictures.  Everyone I played with always played this wrong the first time

All of these issues are addressed in this BoardGameGeek thread, and later in a thread with a FAQ:  I encourage you to follow up on this thread if you want to play!  Apparently the designer made several rulings on some of these issues during the kickstarter …

It’s a little frustrating that these fundamental issues were not addressed in the rulebook. But at least there is an avenue (BGG) to address the issues.

Dexterity Game

I played the game with two sets of friends; my first set of friends are “less dextrous” then myself, and they called this a dexterity game!  Many times, when trying to place buds, they would nudge the tree and cause buds to fall off.  It happened enough times that they declared, partly in jest, but partly in truth, that there is a little bit of dexterity element to the game!

The table we played on “may” have had something to do with that.   It was a little soft, and the table was quite large, which means we had to lean across a little more.

On the other hand, my other set of friends and I played on a harder CostCo table (see above) which was more stable and we were all “closer” together.  Although we didn’t struggle with the dexterity aspect as much, looking back on the games, we still had a few “knocking buds off” incidents.

I think the moral of the story; play on a harder table, try to keep your group close, and recognize there is a dexterity element to the game which may or may not affect your enjoyment of the game.

Randomness and Strategy

The game has some strategy, as your choices matter about how you place your buds.  But, when the Blight cards come out (which are the “bad news” branches) and when the Bloom cards come out (“good news”) are a little random; even after two Bloom cards come out, they get shuffled back in!  So you may get Blooms or Blights at the wrong time!

I personally think this extra randomness takes the pressure off the game.  If this game has far less randomness (if you could see which weather cards were coming,  if you could see which branches were coming,  if you have more foreknowledge when the blooms happened), I think the game would take on a different character as people would try very hard to plan things out.  But because there really is quite a bit of randomness, the game is more chill: “Eh, you get what you get and don’t have a fit”.    It’s weird to say this, but I think the randomness (which I usually don’t love) coupled with the theme, makes this a more enjoyable game.

The Joy

The Joy in this game is building a tree with flowers.  There are choices, which make you feel involved (which Weather card do you use? Where do you place a branch? Where do you place a bud?  What am I hoping for?), but because the Blooms and Blights and Weather cards are “fairly” random, you don’t feel like you “have” to optimize this game within an inch of its life.

Conclusion

My niece has a saying that she frequently quotes to her sister: “You get what you get, and don’t have a fit.”  And I think that encapsulates my feelings of this game.  It’s a cozy game where the joy is in building a beautiful tree with flowers.  Do you have choices and feel like they make a difference?  Yes, you can help your friends with your choices, you can set up your flowers, you can place buds strategically.  But because you know there is some randomness to the game, you don’t stress about your choices as much; “You get what you get, and don’t have a fit”.  I freely admit that the fun of building the 3D tree and the flower theme help that cozy feel.

Be aware that there may be a little bit of a dexterity element to this game, and that you should really consult BoardGameGeek to make sure you get rules clarified.  But otherwise, I liked this game and will keep it! 7/10.

Skytear Horde: Campaigns. Does it put the Pain in Campaign?

I have to be honest: Skytear Horde: Campaigns does put a little pain into the campaign.  But, knowing what the issues are before you get this game make it so you can work around them and enjoy this game as-is.  Although this is mostly a “review” of the Skytear Horde: Campaigns, it’s also of a guide of how to get the most enjoyment out of this if do you end up getting it.  At the risk of spoiling my review, I did like it and am keeping my copy but ONLY after making a few major notes.

Skytear Horde: Campaigns is a standalone expansion in the Skytear Horde series; this series of games are solo and 2-Player cooperative tower defense games. (There is nominally a 3-Player competitive game that we won’t be discussing; in our experience, it seems to be the least likely way to play)

The original base game of Skytear Horde was on Kickstarter waaaay back in January 2022, and delivered to me and other Kickstarter backers in February 2023.  See our original review here.  We did like it: it made the #5 spot on our Top 10 Solo Games of 2023!

The first expansion, a standalone expansion (meaning you can play it without the original game) was on Gamefound back in May 2023 and delivered in about a year.  See our review of Skytear Horde: Monoliths here.  It also made our Top 10 Solo Games of 2024!

This second and newest expansion is the Skytear Horde: Campaigns box above. It’s also a standalone expansion from Gamefound. It delivered in April 2025 after promising delivery in June 2025 (it delivered early!). My box is a little lack-luster because I backed at the Returning Players Deluxe pledge, which “expects” me to merge this in with the other two.

Let’s take a closer look!

Generic Unboxing

See above for scale with a Coke can: my Returning Players Deluxe box isn’t the best box. Again, I think it’s expected for me to merge all my cards into the original game.

This is a game all about cards.  There’s a little unboxing video you might consider watching (see above).  I watched a little bit of it.

There are just a ton of cards, some token sheets, and two booklets: A rulebook and a campaign book.

The cards look pretty great and they are consistent with the cards from the previous releases.

The Rulebook

This rulebook is both blessing and curse.

This rulebook does great on The Chair Test, opening up easily across two pages, laying flat, being readable, and no real overhang over the edges.  This gets about an A- on the The Chair Test! It’s not an A because the font could be a little bigger, especially considering how much whitespace there is.  Still, great!

These Component pages are fantastic! I forgoed (forewent?) the card video because I wanted to handle and open all the cards myself.  These two pages where GREAT for describing how to open up and sort all the cards.   The card deck (types) even had little annotations, along with a little summary!  Very useful!

The set-up was good: it is on exactly two pages without needing going to cross to another page. See above.

The rest of the rulebook was pretty good; and it had better be.  This is the third Skytear Horde: they should know how to explain it by now!  They even note “new rules” with a sideline bar: great job!  To be fair, there’s not “that many” new rules in this set.  Note the bottom right of page 11 (above) has a new rule.

It doesn’t have an Index (boooo), but I’ll forgive it because it has a very good Glossary of keywords in the back.

It also ends with a bang and has some other common keywords on the back.

Seriously, for the base game, this is the best rulebook so far for this series.    Great Components, good Set-Up, good rules, good Glossary, good back cover.  This is why it’s a blessing.

But why is this rulebook a curse as well?  Be patient; we’ll get there.

Cards

I want to talk a little about the cards.   They do a really nice job in general.

The cards are labelled with what set they come from, even if it’s a little hard to read: see above!  The Campaigns cards are marked with CAM.  I suppose I appreciate that the labels are pretty well out of the way (so they don’t interfere with gameplay), but I  really struggled to read that text! I ended up getting my phone out and zooming in on these!  When I needed to sort the cards back into their respective decks, it was a challenge!   Here’s another blessing and curse: the labels being out of the way mean they don’t interfere with play! That’s a blessing!  But sorting them is a curse because it’s a little hard to read.

Maybe those teeny labels doesn’t bother you because you like to put everything in the main box and you don’t really care which set it came from.  I like to keep my sets separated, so it did bother me.  I suspect I am in the minority.

I mean, these cards look great.  The art on them is amazing: see above.  

Gameplay

This is a solo, 2-Player cooperative (or 3-Player competitive) tower defense/lane battling game.  Players play cards to the lane to fight the bad guys and protect their castle! 

There is a very nice description of win/lose conditions at front of the rulebook: see above.

There’s a lot more discussion about gameplay in many other sources, including our previous reviews. If you know what Skytear Horde is, the expansion part of this game should feel very familiar to you.

Solo Play: No Campaign (yet)

First and foremost, the Skytear Horde games are solo games.  There are some annotations in the rules (like one paragraph) describing how to play 2-Player cooperative.  Everything else about this game screams “I am a solo game!”

This is a true solo game: the solo player takes  control of a single Alliance faction (Two players would each take a different faction and play them separately).   See above as I take control of the Blue Order faction.

The rules suggest you DO NOT jump into this as a campaign!  The rules “recommend playing only after you have played a few one-off games”.   So, using only the content from this standalone expansion, I ended up playing about 4 one-off games to get back into the flow.  I am embarrassed how much I had to relearn to play again!

As a straight-up standalone expansion you can play, Skytear Horde: Campaigns did a great job.  Even if you never use the campaigns material, there are 4 new Alliance decks, 3 new Hordes (bad-guy decks), 6 new castles and some new Portals.  If you like Skytear Horde, this is just more stuff and you will like it.  If you didn’t like Skytear Horde, this probably won’t change your mind (but see below). The game still feels fun and I still had fun playing the new Alliance and Horde decks.  

As always, this game works great solo.  I fully expect this to make my Top 10 Solo Games of 2025!

The Campaign: The Curse

The campaign has many problems to work through.  To start off, there are two glaring errors that undermine the confidence of the campaign section right away. 

The first is that the page numbers are just wrong.  The Renegade campaign is supposed to be on page 6, but it’s on page 4.  Granted, this isn’t a big thing, but it really undermines the confidence if they can’t even get the page numbers right.

The second issue is the mislabelling of the new Blue Alliance cards.  

The rulebook calls the new Blue Alliance cards “Liothan Zealots” … 

… but the Campaign page labels them as Order?  I went spare trying to find the Order group, but then I think they just meant all the new Blue Alliance cards from Skytear Horde: Campaigns? I think?

It’s a little confusing because a lot of the new Alliance cards (see above) have different subtype: see above.  Some have Order, some don’t?  If I JUST go back and look at the directions for building your first campaign deck, I am supposed to have 18 cards, and that includes the 4 different subtypes above.   After putting this all together, I *think* that these are supposed to be the Liothan Zealots (as labelled in the rulebook), and the Order indicated by the campaign book is wrong: I think that’s supposed to Zealots.  I think.

These two mistakes really undermined my confidence in the campaigns as I started into them. I wasted too much time just trying to understand what Alliance deck I was supposed to use.

Understanding the Campaign Differences

I am going to tell you this right away because it took a while for me to figure out: there are TWO types of campaigns in this game, and they are not well distinguished.  

The first is what I’ll call Generic Campaign Mode: this is the type of campaign described on pages 20 and 21 of the main rulebook: see above.

The second type of campaign is the Thematic Campaign, as described on page 2 of the Campaign book (see above).

The rules as described by the Generic Campaign are different from the Thematic Campaign, and it’s very confusing.  But the Thematic Campaign still follows most of the rules of the Generic Campaign.  Confused? I was!

The Generic Campaign has you play 4 games, using 4 different Scenario cards.  See rules above … can you tell that all those scenario cards are different?

The Thematic Campaign has you use two Scenario cards twice!  It’s really hard to tell this difference!  Even though the pictures DO SHOW this difference (see above), they are so small it’s hard to tell unless you are looking at them with your phone (see below)!

See me noticing!  “Oh! We use the same 2 Scenario cards twice in the Thematic Campaign!”

See the Two Scenario cards I used for my first Thematic Campaign!

I really didn’t feel like this distinction was clear!  I think you probably want your first game to be one of the simpler and more flavorful Thematic Campaigns!  

Another thing that’s very confusing .. “What’s the text in the campaign book for the Thematic Campaigns?”  Is this a choose-your-own-adventure?  Is this a branching campaign?  Nope!  Everything in the campaign book for Thematic Campaign is JUST flavor text!  The text nodes are referenced by the campaign cards: see above. Honestly, you actually never have to even LOOK at the two pages of your campaign … it’s just flavor!  I was actually a little dejected by this … I was hoping for something more from the two pages! And I usually like flavor text!

Be aware that the rulebook describes the Generic Campaign, but the campaign book is for the Thematic Campaign, and it has slightly different rules! Most importantly, you only use 2 Scenario cards!

Sure, it’s all there, but I lost at least an hour of my life trying to rectify the rules of the Generic Campaign vs the rules of the Thematic Campaign.  The rules of page 20 and 21 describe the rules of the Generic Campaign, and the rules from the Campaign book describe some of the differences for the Thematic Campaign.

If I had done this rulebook, I would have done things differently: I would have described the rules for the Thematic Campaign first as the main type (pages 20 and 21), then added rules for the Generic Campaign afterwards:

THIS IS WHAT THEY SHOULD HAVE DONE:
Play the Thematic Campaigns first! There are tons in the Campaign book! They have tons of flavor text, if you like that!!! And even when you are all done, you can still keep playing!  The rules for the Generic Campaign are described on the next page!”

But that’s not what they did.  

Hopefully, this helps you get over the Campaign hump easier.  This is why I think the rulebook is also a curse: the campaigns are not described well. It’s all there, but you gotta work for it.  Maybe now it will be easier for you being forewarned?

Solo Thematic Campaign

I want to be clear, once I got over the hump of understanding the campaign rules, I had fun! Basically the campaign is 4 games: the first game is a simple game with only the introductory 20 Alliance cards (a simple deck) where you ONLY have to destroy the portal! Your first game in a campaign is pretty quick and simple.

Between games of campaigns, you can spend gold to buy more cards!   Well, there’s a little more to it than that (as you spend/lose gold based on the campaign cards) ..

Basically, you perform the actions on the Scenario card you are on (see above), including spending/getting gold: see above for two Scenario cards.

Games 2 and 3 of the Campaign, you fight the bad guys on the back of the Scenario cards! See above as the Devotee wins game 3 of the Campaign!

In Game 4, you fight the Outsider to win!  By the time you make it to Game 4, you have bought “pretty much” a full deck (mostly the same 40 cards as the normal one-shot games).  The difference is, you feel like you “earned” your deck!  You also feel like you know your deck that much better!  You’ve had to make choices of which cards to buy, and you just feel more invested in the campaign!

The Thematic Campaign might be my favorite way to play Skytear Horde!  Granted a Thematic Campaign game is about 4x longer than a normal … you’d think it’d be shorter, but the time you gain from the shorter games of 1, 2, and 3, you lose in set-up and between rounds doing card-buying. So, why do I like this way? You feel like you get to know your deck better, it’s fun to make choices about which cards you buy for the next game, and it’s neat to have some thematic text between games!  

I actually liked the Thematic Campaigns mode so much, I wanted to try an experiment: what if I TAUGHT my friends the game using the Campaign?

An Experiment: Teaching the Game Using The Campaign

So, even though the game suggests you only play the campaign AFTER you’ve played the one-shot game, I conducted an experiment: I taught the my friends the 2-Player cooperative game using the campaign; The Thematic Campaign!

Short answer: this worked fabulously.  I stayed out of the game, being “the rules guy” and just explained the game to them.  I set everything up (which is quite a bit of work for the Thematic Campaign), and explained the rules.

Why do I think this method worked so well as an intro game? Well, the first game is over quickly (you just have to destroy a portal), but the players get a taste of the system: they feel they understand just enough, as there are only 20 cards to learn.   Compare that to the full one-shot game of 40 cards you-don’t-know, and it’s a bit of a slog for newbies!  That first campaign game is quick and easy and gets you into the system!  

THEN, after your first game, you get to buy some new cards for you deck!  The players have to make choices, so they have to read “a few of their cards”. … but not all of them!  Just a few to buy for their next game!  So, this works great as it incrementally teaches the cards!  And players feel invested in their deck a little because THEY HAVE MADE THE BUY CHOICES.

And then the games get slower harder, building the confidence of the players, but still having deck advancement at the end of each game!

By the time the players have gotten to game 4 against “the big bad”, they are all in!  They have seen the game mechanisms in simplified form, they have built confidence in themselves and their deck, they have made choices about how their deck is built, and they have invested in the game!  THIS is the way to teach Skytear Horde!

But the method ONLY works because my friends had a “rules guy” (me) explain the game and mechanisms to them,  and set it up (the set-up is not trivial). I do NOT think the campaign would be a good way to teach someone coming in with no mentor; this method only works (currently) with a shepherd to guide the players.

Did this method work?  My friend Sara told me afterwords: “I don’t think I would liked this game if you just threw me into the one-shot game!  Slowly building my confidence really helped me enjoy the game!”

A Missed Opportunity

My experience with the teaching campaign has me thinking: this is a missed opportunity.   If the Skytear Horde: Campaigns had included a “First Play” book which CLEARLY guided the player(s) through a campaign with CLEAR instructions, this would be the Skytear Horde I would recommend to beginners!  (I emphasize CLEAR because it would be imperative for someone who really knows how to write and teach to do that “First Play” book: my confidence in the designers wavers after all my problems in the campaigns sections) .  For all the reasons I outlined in the section above, I think this should be the way to learn the game!

Unfortunately, I cannot recommend the Campaigns mode for the self-teachers until you get over the hump of learning the game and slogging though the terrible Campaigns documentation.  Which is sad, because the Campaigns mode SHOULD be the way to teach newbies the game.

Cooperative Mode

And, after all is said and done, teaching the game with the The Thematic Campaign had the side effect of helping us enjoy the 2-Player cooperative mode that much more (which we didn’t as much in the last iteration with Skytear Horde: Monolithssee review here).  Yes, it’s still fairly multiplayer solo, but my friends seems to enjoy the co-operation they did have (deciding which lanes to inhabit, which monsters to fight, etc).

What Have We Learned?

One) If you like Skytear Horde, you’ll like this.  As an expansion, it’s more of the same, in a good way.  See above.

Two) The rulebook for the base game in Skytear Horde: Campaigns is the best iteration  of the rulebook so far and it’s pretty darn good. See above.  Well, it’s good before we get to pages 20 and 21…

Three) The rule section for campaigns is terrible and you will struggle with it until you figure out there are two modes: Thematic Campaigns and Generic Campaigns.  See above.

Four) The text in the Campaign book is only for Thematic Campaigns, and it’s really only flavor text; there’s no branching narrative or anything.  You almost don’t need the campaign Book except for pages 2 and 3. See above for some flavor text for the first campaign.

Five) The Thematic Campaigns can be the best way to teach Skytear Horde, but only if you have a good shepherd who understands everything already.  There really should be a well-written and clear First Play Guide to teach newbies Skytear Horde using the Thematic Campaigns mode. This is a huge missed opportunity.

Six) I recommend putting a note in your Fight Phase page to remind yourself that you draw Alliance cards if you kill a non-token monster: see above as I did!!  The rule is documented on page 9, but you can easily miss it (because it’s not in the main flow: it’s in a parenthetical box: see below). And it’s such an important rule (and one I embarrassingly forgot in my first game), I think you need to re-emphasize it on the Fight Phase!  

Conclusion

I liked Skytear Horde: Campaigns, and it’s staying in my collection.  As a straight-up expansion to the Skytear Horde system, this is a fine expansion giving you more stuff.  The Campaigns mode has terrible documentation, but once you get through it, The Thematic Campaigns are my favorite way to play Skytear Horde now.

Just be aware of all the issues we discovered while playing; hopefully that will be enough to help you enjoy this more if you decide to get it.

Review of Secrets of Zorro: Or “Where Do You Think YOU’RE Going, Señor Beaver?”

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

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

Let’s take a look!

Unboxing and Gameplay

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rulebook

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

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

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

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

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

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

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

Solo Play

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

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

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

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

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

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

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

Cooperative Play

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

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

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

In fact, as the Kids of Zorro working together, a little bit of role-play even emerged! 

“Hey Sis, can you help me fight to the North?
“Okay, Bro, but you owe me!  Dad always liked you best!”

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

This is not a heavy, plodding game: it has a light air to it, and was much more fun than I expected!

“Where Do You Think YOU’RE Going, Señor Beaver?”

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

I had to ask my friend CC: “Um what was that movie you and John always quoted?”  It was Zorro: The Gay Blade starring George Hamilton.  It was a silly movie according to CC!  It was a fun romp … it was funny and a little silly, but still had lots of action and great sword play! Just like you want from a Zorro movie!!  I bring up that movie because, somehow, the spirit of that movie seems to shine through this game!  This is a light game, but still enough interesting decisions and cool combat with swordplay, whips, and horses!  You fight bad soldiers to take out the Governator!  But it’s fun!  Not too heavy!

And no, I’m not going to tell you the context of the quote.  You have to watch the movie to find out for yourself.

House Rules

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

1) First of all, there is no trading!  See rules blurb above.  I get that it might be for balance, but it makes the game feel like “you just get what you get, you have no choice“: And that’s not fun.  It really came home to us how ANTI-THEMATIC this “no-trading” rule was when I was wounded and needed a gold to heal myself.

“Hey Sis, can I have a gold? I really need to go to the doctor!”
“NO!  I cant give you one!”
“But we all live in Dad’s house at the end of the day and come home to each other … you can’t give your wounded brother a single gold to help him heal?”
“NO!  Go work in the fields and get your own gold!”

We assume (maybe wrongly) that we all go back to Dad’s house at the end of the day.  It seems like we should be able to share at least gold and equipment at the end of the day (I get that Advantage cards can’t be shared) because we all sleep in the same house?  Like I said, add some trading at the end of the day makes the game feel more fun and more engaging and more strategic (as you feel like you don’t get STUCK with something).

2) Ride to other Outskirts!   The Horse Charge is the best base attack in the game!  But it seems very thematic that if you discard the Horse Charge during the night phase, you can ride to another “outskirts” Location and help your brothers and sisters!!!  The fact that Tornado already allows something like this speaks to this rule.    It’s not too damaging to balance, as it’s the best base attack in the game!

It was our experience that both of these house rules made the game more fun, more thematic, and more cooperative!  

Things I Liked

The Secrets of Zorro was: Easy to learn.  Easy to teach.   It had reasonably quick games.  The art on the cards was really nice.  I loved how the Player Selected Turn Order permeated the game in both worker placement and combat.  I was surprised and delighted by how much role-play emerged in the cooperative game!  The game was very cooperative and engaging at all times!

Things I Didn’t Like

I love the art in the game, but I don’t love this cover.   There’s some great art in here and I feel like the “attract mode” of the cover might cause some people to pass it over. Don’t!  It’s a fun little game!

The rulebook could use a little sprucing up (better back cover, a few rules need to be clarified or elaborated, components description page needs to be much better).

Overall Reactions

We all liked this game enough to play it two weeks in a row!

Andrew: solid gameplay, 6.5 or 7. Probably 7 with house rules.
Sara: 7?
Teresa: 7? 7.5?
Rich: 6.5 or 7 for solo game.  7.5 for cooperative game, 8 with house rules.

I think the only reason it didn’t get a higher score was that it is still pretty light and doesn’t have tons of replayability (they do, however, have an expansion which helps with some of that).   This was a keeper for my group: Probably 7.5/10 overall.

Conclusion

I didn’t expect to really like The Secrets of Zorro, but I really did, as did my group!  The cooperative experience was really engaging because of the Player Selected Turn Order and the role-play that emerged from being the kids of Zorro!  

We have a few house rules to suggest that make the game more fun (making it about a 7.5/10), but even the base game was still a 7/10!  The Secrets of Zorro was fun, quick to teach, quick to play, and a fun experience fighting for Justice!

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