Top 10 Cooperative Board And Card Games of 2024!

Wow! What a great year 2024 was for cooperative games! As we put this list together, it felt like any of the games here could have been the #1 game because there were were all great!

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Some of the games you might expect to see here might make it on a different list!  We will have our Top 10 Solo Games of 2024, our Top 10 Cooperative Expansions of 2024, and our Top 10 Party Games of 2024!  Check these lists for more great games!  Let’s head into our list!  This is the best of the best for 2024!  It’s so great that cooperative games have really flourished!  Now I can play with my friends!

Honorable Mention: Ultimatch

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Plays Solo:  Yes (true solo)
Player Count: 1 to 5
Ages: 10+
Length: 20 minutes

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I am so surprised this little cooperative card game didn’t do better!  It’s colorful and easy to play! I don’t see many people talking about it, but my friends and I had a great time playing this!

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If you are looking for a cooperative game to take out instead of UNO, this seems like a game could fit in anywhere!  A light cooperative card game that anyone can play?  Sign me up!

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This has to make an Honorable Mention because it is such an approachable and fun little cooperative game!  See our review here to see if you might like Ultimatch!!

10. Slay The Spire: The Board Game

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Plays Solo:  Yes (has true solo play, but it’s better cooperative)
Player Count: 1 to 4
Ages: 12+
Length: 60-90 minutes per Act

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As someone who has never played the original video game, this was a huge surprise!  If you like the video game, I think you’ll like this!  And if you didn’t like the video game … you might still like this!! This is a surprisingly good game with surprisingly good components!  It’s a cooperative adventure deck-building game as players navigate dungeons and fight bad guys … just like the video game! 

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This game worked so well in so many contexts!  It was probably one of the most played games at RichieCon 2024 this year, as I saw it getting played so many times! See above. It also worked with my friends who have played the original video game Slay The Spire, and for my friends who HAVEN’T played Slay The Spire!

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This had to make our top 10 list of the year because it was so good! It really is a great cooperative game, as it embraces Player Selected Turn Order and Simultaneous Play at the same time!  The only reason it’s at number 10 is just that’s it sometimes harder to get to the table if you already have a game in progress (as cards are stored/flipped and saved in the box).  See our review here of Slay The Spire: The Board Game to see if this is something you might enjoy!

9. Union City Alliance: Heroes Unite!

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Plays Solo:  No (but you can play two characters)
Player Count: 2 to 4
Ages: 14+
Length: 75-150 minutes

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This was #1 on our Top 10 Anticipated Cooperative Games of 2022, and it finally delivered this year!  Of course I was excited when it came in, but I was wary!  Luckily, it was very good!

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This is a cooperative deck-building game (a lot of these this year) where players are Super Heroes with special powers and have special cards tailored to their deck! If you like Marvel Legendary, a cooperative deck-builder with Marvel Super Heroes, this might be right up your alley! Union City Alliance is also much more thematic than Marvel Legendary as players are actually Super Heroes moving around a map and fighting bad guys!

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The only reason this is a little lower is because it doesn’t have official rules for playing solo (but it seems to work with the solo player operating two heroes), and because it is a little more complicated!  This game drips with so much theme that it has to pay a little cost of complexity for that theme!  Take a look at our review of Union City Alliance to see if you night enjoy this more than Marvel Legendary! I knowI did!

8. Flock Together

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Plays Solo:  Yes (true solo)
Player Count: 1 to 5
Ages: 10+
Length: 25 minutes per player

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This is a gorgeous and very cute game with art by Andrew Bosley. Flock Together is a cooperative Boss-Battler, as players have to battle 3 minor bosses on the way to the final confrontation with the big Boss!

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This was on my Top 10 Anticipated Cooperative Games of 2024, and boy was it great!  This seemed to hit home for so many people!  Flock Together a light cooperative game and it is so easy to get to the table!  The art and chicken puns in this game just evoke such joy!

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This was another one of the most played games at RichieCon 2024 (see above) as I saw it getting played multiple times!   Because this game is so easy to get to the table and evokes such joy and humor, this had to make my Top Cooperative Games of 2024!  See our review of Flock Together to see if this might be something you enjoy!

7. Hissy Fit! 

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Plays Solo:  Yes (true solo)
Player Count: 1 to 4
Ages: 8+
Length: 20 minutes 

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Wait, a game about taking cats to the Vet made the #7 position?  That’s right!  This super cute little cooperative game was a surprising hit!  It’s a cooperative game you can take just about anywhere, it’s easy to teach and play, and everyone just responds so well to it!

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I haven’t had a bad play of this yet!  I have played with my gamer friends, my non-gamer friends, my niece, my best friend, and so many groups and it has been a hit every time!  This is a great little cooperative game with a follow-like mechanism that keeps everyone involved the whole time!

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In the end, the super cute art will bring in people (see above), but the simple cooperative gameplay (with the involving follow mechanism) and short games of 20 minutes will enchant just about everyone!  Take a look at our review of Hissy Fit here and see if you want to take the cat to the Vet!

6. Endeavor Deep Sea

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Plays Solo:  Yes (true solo)
Player Count: 1 to 5
Ages: 14+
Length: upto 30 minutes per player 

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So, I have never played the original Endeavor, but this follow-on (called Endeavor Deep Sea) worker placement game had both a solo and cooperative mode, so I took a chance on it, and it was very very good!  A cooperative worker placement game is such a neat thing when it actually works!

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Although I liked the game solo and cooperatively, the reason this is higher on the list is that this was a hit for everyone who played it cooperatively!   Each player feels like they have so much choice on their turn, so agency is present and relevant, but the discussions for how to achieve the cooperative goals really do elevate the game!  It’s a cooperative game where the turns are multiplayer solitaire (which gives each player agency), but still instills a sense of cooperation in the goals!

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This was a very thinky and engaging solo and cooperative worker placement game that looks really great on the table!  Take a look at our review of Endeavor Deep Sea to see if this is for you and your group!

5. Tidal Blades 2: Rise of the Unfolders

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Plays Solo:  Yes (but you have to play two characters)
Player Count: 1 to 4
Ages: 14+
Length: 60-90 minutes

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This is a fantastic year for board and card games! In many other years, this would have easily been my #1 game of the year, but there are so many good games this year!  This is a cooperative boss-battler dungeon crawl campaign game where players play unique and interesting characters in this world of Tidal Blades!

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This game is just gorgeous and took up my table for weeks as I played through the campaign both solo and cooperatively!   The components are so good and, this sounds silly, but so easy to read and understand the icons and colors!  They did such a fantastic job!

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The best recommendation you can give a campaign game is that your friends want to keep playing it!  I have gone through most of the campaign solo, and I am enjoying playing cooperatively with my friends when I can!  See above!

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The way players choose a card and then activate all the abilities in the row or column of choice is such a great mechanism!   I hope we see this mechanism again in future games! Tidal Blades 2: The Rise of the Unfolders has so many great things (and fixes to Gloomhaven) that I wish I could give this the #1 position, but I liked the next few games just a little better!  See our review of Tidal Blades 2: The Rise of the Unfolders here to see if you might like this and argue that it should be #1!

4. Invincible: The Hero-Building Game

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Plays Solo:  Yes (but you have to play two characters)
Player Count: 1 to 4
Ages: 13+
Length: 45-90 minutes

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Invincible: The Hero Building Game is a cooperative bag-building game set in the Invincible universe.  You may have read the original comic book or seen the TV show, but even if you haven’t, you might still really enjoy this bag-building/push-your-luck game!  I really enjoyed that no cube is bad on its own, but if you ever draw 5 black cubes, a hero can crash (which is still recoverable).  The black cubes are actually good (they are wild) up until you get 5 of them!  

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There is also a campaign, where each scenario can be just played as a one-shot as well!  

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Cooperatively, my friends (despite never having seen/read Invincible) still had a good time playing!  Sam even mentioned Invincible in his top 10 list at RichieCon 2024 !  I freely admit that the SuperHero nature of this game contributed to me really liking it, but the game is very very good!  See our review of Invincible: The Hero-Building Game to see if you might enjoy it!

3. Leviathan Wilds

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Plays Solo:  Yes (there’s an official true solo mode, but just play two characters: it’s easier)
Player Count: 1 to 4
Ages: 10+
Length: 60 minutes

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Leviathan Wilds took my gaming groups by storm!  This is a game I championed, as it was #3 on my Top 10 Anticipated Cooperative Games of 2024, and boy did it deliver!  It seems most reviewers picked up on how good it was!  

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This is basically Shadow of The Colossus, the cooperative board game! But, instead of “fighting” a creature by climbing all over him, players work together to heal a creature (by getting rid of crystal growths)!

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This game works so well because it’s easy to get to the table and has some really unique features!  Each player gets to choose a Climber and Class (each with its own deck) and meld them to create a unique deck and personality!  The cards are multi-use, and your deck represents your grip! It’s such an interesting and gorgeous game!  See below!

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My friend Becca (who doesn’t like cooperative games normally) said she really liked this!  And most of my friends also liked it!  It was hit just about everywhere I went!  Take a look at our review of Leviathan Wilds to see if this is something you may like!

2. Sammu-Ramat

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Plays Solo:  Yes (there’s a couple of ways, either the solo player operates 2 advisors or 3)
Player Count: 1 to 5
Ages: 14+
Length: 60-90 minutes

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You haven’t probably heard of this game; it had a very small Gamefound presence, but in the end, it probably should have been game of the year.  This game is fantastic: it’s a cooperative war-game with euro-type resource gathering mechanisms!  And it’s cooperative and solo!  The theme is that players are advisors to Sammu-Ramat, a leader from 811-820 BC known for her wisdom! 

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In the end, though, this is a puzzle game about how to keep the kingdom prosperous, while still enduring the warlike invaders! How do you handle crisis? What resources do you collect?  how do you move about the kingdom to do the most good?  It’s such a great and thinky puzzle with almost no randomness to the game (from a few events)!  

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My friends and I had such a good time playing through this puzzle, but I think I enjoyed the campaign mode best, where you play 5 games back to back using the previous game state as set-up for the next!  So interesting and thinky!

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I loved this game and strongly suggest you check it out, especially if you like thinky puzzle games!  See our review of Sammu-Ramat to see if this might be something you like!  If this were any of other year, this would have been my #1, but one other game took almost all my time this year …

1. Marvel United Multiverse/Season 3

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Plays Solo:  Yes (there’s many ways, but I prefer playing two heroes)
Player Count: 1 to 4 (sometimes 5, depending on the mode)
Ages: 14+
Length: 60-90 minutes

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This is kind of a cheat, as Marvel United: Multiverse standalone game comes with Season 3 of Marvel United Multiverse! See above!

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Marvel United: Multiverse is the base game that includes heroes from the Multiverse (Loki) and What If? (Captain Carter) and other lesser know heroes and villains.

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One of the best new things in the Marvel United: Multiverse game is the Equipment cards!  Some of the heroes in the game get some really interesting and  choices if equipped!  I was pleasantly surprised how much I liked the new equipment and its effects on gameplay.  See our review here to see if Marvel United: Multiverse might be for you!

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Even though Marvel United: Multiverse is out favorite of the Marvel United base games, it’s all the content from Season 3 that made this rise to the top!  We spent weeks lovingly going through so much of Season 3 Multiverse!  

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We liked Marvel United: Multiverse so much, we used the Project P.E.G.A.S.U.S location from that box to make our own campaign!

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The Project P.E.G.A.S.U.S campaign, using “mostly” Season 3 and Multiverse components took over our lives for weeks as well! See our custom print-and-play campaign of the Project PEGASUS story!

Marvel United has become my favorite game of all time, and Season 3 pretty much cemented it i place! That’s why Marvel United: Multiverse (and Season 3) has to make the #1 spot on our cooperative games of 2024!

Over Hill Over Dale, Will Everdell: Duo Fail? A Review of the Solo and Cooperative Modes of Everdell: Duo

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Everdell: Duo is a competitive or cooperative worker placement game for 1-2 players.  It was up on Kickstarter in Aug/Sept. 2024.  It promised delivery in March 2025, but it delivered to me on November 25th, 2024!  Yes, almost 4 months early!

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This is a worker placement game in the Everdell universe.  Strictly speaking, I have never played any of the Everdell games, but I was excited about the cooperative mode of this worker placement game!  It plays both solo and cooperatively with 2-Players!  We saw another cooperative worker placement game that went over quite well this year with Endeavour: Deep Sea.  Will Everdell: Duo find that same success?

Unboxing

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This is a smaller box: see Coke Can above for perspective. 

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I was slightly grumpy at the Kickstarter because they shipped it in a padded envelope, and my box got a little banged up!  See above.  There are some dents, and the top is squished a little, so it feels like I got a Ding-And-Dent day special for this.  So, I was already a little feisty when I opened this. 

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And there is really no insert to speak of.  Everything just flops around all willy-nilly in the box!

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Luckily, they did include a lot of plastic bags (see above and below) so you organize it.

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There’s 4 punchout sheets and the art is pretty groovy on them (see above and below).

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Most of the game is on the cards; there’s quite a number of them.

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The game looks good: I love that Andrew Bosley art.  See above.

Rulebook 

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This rulebook is a mixed bag.

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It passes the Chair Test with flying colors! It’s an A! It’s just the right size so that it can fold over perfectly!

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See above as the rulebook lays flat and fits perfectly; it’s so easy to read!

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The Components list is pretty minimal (lower right of 2nd page, see above), but it works well enough.  The set-up takes up all of page 3, works, pretty well, and is decently notated.  So, things are starting off on a good note.

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The Gameplay concentrates on the competitive mode, so the cooperative (and solo) mode take second fiddle a little bit.  For example, the rulebook fully lists/describes the Season card effects for competitive mode, but the cooperative mode Season effects (which are different enough to warrant some text) doesn’t get any explanation.  The game mechanisms are “generally” the same in either competitive or cooperative mode, but of course,  the players have to approach the game differently depending on the mode. 

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This also irked me:  they mislabelled the “Card Summary” as an Index! See above!!  An Index is a list of sorted “important” words, with page numbers following in a list: this is NOT an index!  This is a Summary!  Even worse, as a Summary, it’s incomplete!  You MUST print out the special sheet from the website to get all the rules.  I remember looking for the the Inn in the rulebook … it’s not there?

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Ah, there it is … at the top of the page!  (NOT an Index).  Do yourself a favor, makes sure you print out a full copy of the (what they call) the Everdell Duo Index!  You need that to play or you will not be very unhappy.

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The rulebook taught the game, but I was constantly looking up stuff.  Also, there’s no real picture or great explanation of “town” or tableau.  I think you have to have played enough of these types of games to get that your “town” was the set of cards in front of you.  Again, this could have been clearer.

The rulebook taught the game.  Let’s just leave it at that.  Make sure you print out (what they call) the Everdell Duo Index, or you will be missing some important card descriptions!

Gameplay

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This is a worker placement game for 1-2 players.  You can play competitively or cooperatively (the solo mode is just the cooperative mode with one player operating both characters).

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There are always two characters in play: the Hare and the Tortoise.  See above as the Hare is on the left hand side, and the Tortoise on the right.

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During the game players “usually” do one of two things on their turn; (1) place a worker placement token (see the 3 Tortoise tokens above) or (2) play a card from their hand into their “town” or tableau (see Farmer and Peddler as cards in their hand).

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The top and bottom of the board is the worker placement zones. 

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The bottom part of the board are spaces that basically give resources (wood, berries, resin, or stone) to a player.  See above. 

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At the top of the board (accented by the big tiles) are the big rewards, but they have significant prerequisites.  The Bountiful Harvest (to the left) requires 4 green Production cards, but gives a whopping 5 victory points.

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This is generally a victory point game, even in the cooperative mode (but see more discussion below).  For the competitive games, players are competing to get the most victory points.  For the cooperative mode, players (at first at least) need a certain number of victory points as a group to win.

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The second most common action is playing cards from your hand (or board) to your “town” or tableau.  It’s not clear from the instructions, but each character has a HAND of cards they can play on the board, and cards they HAVE played into their “town”.  See above as the Harvester, Spelunker, Chip Sweep, and Fairgrounds are in the Hare’s town (with Miller and Barge Toad in hand; they haven’t come out yet).

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In order to play a card into your “town” or tableau, the player must pay the resources on the upper left of the card.  For the General Store (above), it’s one Wood, one Resin, and one Stone. If you don’t have the resources, you can’t play the card.

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Interestingly, you can also play cards from the board (the Meadow) into your “town”!  It really depends on where the Sun and the Moon are!!

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The Sun and Moon are tokens that move left to right on the board.  See above.  Once they have both reached the last space, that season is over!   There are 4 Seasons total: Winter, Spring, Summer, Autumn. Once all seasons are done, the game is over! Add up point to see who won!

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At the end of the season, each characters gets some special effects (draw a card from the meadow (the board), create resources from Green cards, get resources, etc).  The Season tiles above also specify who goes first!

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The Sun and Moon tokens add an unusual twist in the game.   The Sun token advances whenever any player plays a worker.  There are only 5-7 or so spaces for the sun (depending on the mode, campaign, etc), so that means that maybe a limited number of worker placement actions total; someone may likely get screwed out of a worker placement action!

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The Moon token advances whenever anyone buys a card from the board or their hand.  See above; if a character buys, they can instead buy any of the 4 adjacent cards to the moon!  That’s kind of different and interesting!

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The game is all about trying to get the right resources to get the right cards to get the right combos to get the most victory points!

Solo Play

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There are two solo modes (Congratulations on following Saunders’ Law)! One of two solo mode for this game is playing the cooperative mode (2-Player only), except that the solo player plays both the Hare and the Tortoise; this is the Campaign solo mode.   For 4 seasons, the solo player alternates between the Hare and Tortoise until the Sun and Moon reach the end of the track … then head to the next season!

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The solo mode (really, the two-handed cooperative mode) is, at least in the beginning, a victory point game.  The sum of the victory points of the Hare and the Tortoise need to exceed some threshold!

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The cooperative mode is really is actually a campaign (sort of) of 15 ever harder chapters!  The first  game of the campaign (see above) is a simple start: get at least 85 Victory Points collectively and also get at least 4 Events (the big rewards)!  Luckily, you can play any campaign chapter you want as a one-shot: this is both Boon and Bane!  It’s Boon because you can play any of the 15 chapters of the campaign at any time, but it’s Bane because there’s really NO levelling up in this game.  It’s not really a campaign in the sense “your character gets better”; it’s just 15 scenarios that get harder.

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What’s different about the Campaign solo/co-op mode is that there are SKUNKS blocking certain locations on the board!  See above as two SKUNKS blocks two spots on the Sun/Moon path (thus reducing the number of actions) and one SKUNK on the Worker Placement part of the bottom (this blocking one action).  This is how the game “simulates” blocking; every turn the players roll the die and move the SKUNKS to block spaces. 

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I have to admit I struggled a little with the randomness of this game at first.  The cards in your hand or meadow are ENTIRELY random every game, and where the SKUNKS end up is ENTIRELY random.   I was very afraid I wouldn’t like the game because of this.  But, I think after getting through a bunch of games and getting the flow of the game, there always seemed to be ways to mitigate that randomness.  You can always top-deck a new card, you can usually play a card out of your hand if you can’t play from the Meadow, you can always choose to draw any card from the meadow, and you can always find SOME worker placement action to help you, even if it wasn’t exactly what you wanted.   Basically, you have to be able to pivot.   The game is more tactical than strategic, as you react to the current set-up of the game.

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But, this Campaign solo/co-op mode is much more strategic; since you can work together (with yourself as the Tortoise and Hare) and plan together, your actions be more far-reaching!  

Note there is a Challenge solo/co-op mode in the game where you play against an AI opponent. I feel like, with the rules as they are,  the Challenge mode is a much more tactical game.   I strongly prefer the Campaign solo/co-op mode, as it feels like you can mitigate the randomness of the game much more by having the Tortoise and Hare collaborate.

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There are two related issues I want to discuss more below.  But for now, let me say that I do like the solo 2-handed Campaign mode as it’s more strategic.  The Challenge mode was less to to my liking, as it felt more tactical.

And for solo mode, I completely ignored the Limited Communication rules; It makes sense to ignore this in the solo mode (of course you can communicate with yourself).   More discussion below.

Cooperative Play

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Even after three solo games, I was still getting a few rules wrong.  As Teresa and I headed into a cooperative game (the campaign mode, not Challenge mode), she was the Hare and I was the Tortoise playing Chapter 1 of the Campaign.

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There are rules for Communications Restrictions … which we completely ignored.  There are some restrictions on what you can communicate: “You may not tell your partner which cards you have in your hand, but you may tell them what color and types (Critter or Construction) you have, and what resources you want”.  We generally adhered to these rules, but that’s because we respect each others space.   Sometimes we would share a little more, but that made the game more engaging: “Ugh! I am struggling! I can’t do anything, how can I help you?”   I understand why cooperative games like this have Communications Restrictions:  they don’t want the game ruined by The Alpha Player (a player who tells everyone what to do!).  If you are playing Everdell: Duo with a person you trust and respect, these rules are insulting and take away from the enjoyment of the game.  I prefer to encourage working with my friends rather than hamstringing them with arbitrary Communications Limitations. 

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That got more preachy than I wanted, but the game still seems to work even in you ignore the Communications Limitations. And it’s more fun.

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Over one night, Teresa and I played and lost our first game. Then, Teresa liked the game so much, she wanted to play again!!

And we lost the second game too.  But we had fun playing!

Sharing

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With the gameplay description I have given above, this game sounds very much multiplayer solitaire. And it mostly is, except for two things.  First of all, there is a “share” space!  At the end of every turn, each character can decide to share a single thing and put it on the tile above!  That thing can be a card, a resource, or an Occupied token.  

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Interestingly, different Chapters of the Campaign turn on/off this sharing space, or reduce its scope (so you can only use it in the middle).  I noticed that I didn’t win a solo game until I actively started using the Sharing space.  It’s there for a reason, as it does encourage cooperation and strategy!

It might seem, other than the Sharing space, this game is just multiplayer solitaire.  After all, each player just tries to do they best they can on their turn, right?   I think, after several plays, I would say that is not true!  Because of the Sun/Moon move mechanism, each Season is restricted by how many worker placement and card buys characters can do—in order to get a full robust turn, the players must discuss the best play to enact a plan to make best use of the Season!  And that makes the game very cooperative!

What I Liked

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The Components and Art:  The art of Andrew Bosley permeates this game, and it’s very striking.  The game is gorgeous and cute, and it looks nice on the table.

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Cooperative Worker Placement:  The cooperative worker placement works very well in this game.  Everdell: Duo uses the SKUNKS to help block spaces, and with the characters collaborating, this works far better than I expected it to!

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Duo: I really like playing this as a cooperative 2-Player game (in Campaign mode).  It seemed to work really well.  Of course, the solo mode was great too … because it is the same mode!

What I Didn’t Like

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The Rulebook:  There were some great things about the rulebook, and some not so great things.  I think this rulebook needs one more pass by an editor.  In the end, I was able to learn the game from it, but it seemed harder than it should have …maybe it’s because I never played the original Everdell?  Maybe they expected me to know more about the game?

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Randomness: I was worried about the randomness of the game; between the SKUNKS positions being decided by die rolls and the pure randomness of the Meadow, I was very worried the game might feel like too much. I will say, after playing a whole bunch of games solo and cooperatively, I haven’t seen this be a problem. I still worry about it.

Conclusion

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Everdell: Duo worked for me as a solo game and for my friend as a 2-Player cooperative game.  The Campaign mode (misnamed, because no state changes between games) offers lots of replayability for the future.  Although there is a Challenge solo/co-op mode, I feel like the Campaign is the better mode, as it allows the players to be more strategic in a game that is fairly tactical overall.  

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The games are  fairly short, but they offer a lot of interesting choices.  We found that, even if we lost, we wanted play again!  This was a testament to how much fun the game was.

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If I were to suggest one major revision, I would eliminate the Communication Restrictions.  Just let me and my friend have fun and play how we want; I play games with my friend because I want to work with them and cooperate.  Restricting the Communication takes too much away from the cooperation, to the point of being less fun.

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Overall, this is probably a 7.5 from both me and Teresa. It’s easy to pull out and play either solo or cooperatively, it’s gorgeous on the table, and it’s very cute. 

A Review of Cyberpunk Unfolds: a Cooperative Escape Room

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Cyberpunk Unfolds is a pop-up Escape Room that was on Kickstarter back in December 2023 and delivered sometime in the later 2024.  It promised delivery in January 2024, so it was a number of months late.  We were very excited to get this, as it was #10 on our Top 10 Anticipated Cooperative Games of 2024!

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I think we were SO EXCITED for this Cyberpunk Unfolds because it was another Pop-Up Escape Room game!   We had good luck with Doomensions: Pop-Up Mystery Manor (see above and below), so we were excited to get another Pop-Up Adventure!  A Pop-Up Adventure!  

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Granted, the Cyberpunk Unfolds is a smaller scope than Doomensions, but it still looked cool.

Let’s take a look!  There’s some minor spoilers on the content below (pictures of the game), but it shouldn’t affect gameplay at all if you don’t look too closely.

Jumping In

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So, Charlie and Allison are my Escape Room buddies: we have played a lot of Escape Rooms board games together (Unlock, Exit, etc)! See above.

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It might seem obvious from the cyber theme, but this escape room requires a phone or an iPad. In fact, you need to scan a QR code to even start the game (see above).

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After clumsily trying my phone for a few minutes, we reverted to Charlie’s iPad (see above). 

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If you play this, get an iPad to play so everyone can see the screen (it’s a bunch of web sites, not an app to download). See above.

Gameplay

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The gameplay was a little unexpected, as you interact with some people in Cyberspace almost like a text adventure game!  You type in responses, almost like you are playing an old Zork adventure game.  See above!

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As we played, we were directed by little videos showing us how to open up the Escape Room and get to the next scene.  There were a few struggles at the beginning, but it was nice that they actually showed a video showing EXACTLY how to unfold things.  

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Over the course of 1 night, about 1.5 hours, we proceeded through the Escape Room: we’d solve puzzles based on the current scene and enter the solutions into the “chat” with VIN, which would move us to the next scene.

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By the end of the night, we ended up just opening up the puzzle so everyone could see it.  It was “cool” that there were scenes that were 3D, but they actually got in the way of everyone seeing the scene!  To make it so everyone could stay involved, we just flattened the scene on the table later in the game. See above as we flatten one of the last puzzles.

This is an Escape Room: you solves puzzles based on the current scene and move to the next scene.  We don’t want to show too much more for fear of revealing too much.

Reactions

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The 3D puzzles and scenes were pretty cool, and we made some cool stuff.

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But, in the end, we actually didn’t like this very much. The quote of the night came from Charlie: “There were a lot of awkward points during the game”.  Some of the puzzles were awkward and unclear, some of the directions for moving forward were awkward and unclear, and some of the time was spent just awkwardly trying stuff. 

There were many times were we would say “Really? That’s the solution?”  

You might say “well, you guys are just stupid“.  Sure.   But we’ve played a lot of Escape Rooms together, so I think we have a sense of what works and what doesn’t.  Caveat Emptor.

Conclusion

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Let’s be clear; Cyberpunk Unfolds is very playable; there is a help system (so we didn’t get stuck completely), there are some cool puzzles and there are some cool moments.   But, none of my friends (not myself) really liked this experience.  

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There are directions for “resetting the game” … which we chose not to take.  We couldn’t see passing this onto another group of friends (see above).

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This is not a bad game, it just wasn’t for us.  Because it is playable, has a good hint system, and contains some cool moments, we’ll give it a 5.5/10.  Maybe you’ll enjoy this more than we did, but we struggled with a lot of points of awkwardness in the game.

 

Aeon’s End: The Descent. Review After Full Playthrough

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Aeon’s End: The Descent (an expansion in the Aeon’s End universe, but also a standalone cooperative game) was on Gamefound back in Februrary 2024 and promised delivery in January 2025. Guess what? It actually got here early right before Thanksgiving 2024 (Nov 20, 2024 or so).  That’s right, it’s almost 2 months early!  Holy cow!  That never happens in crowdfunding land!

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I went all-in on the new stuff and got the two expansions* (three if you count XAXOS inside), the mat, and the box!

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I freely admit I was on the fence on backing this.  I do love the Aeon’s End system and its ilk (Astro Knights (see review here), Astro Knights: Eternity (see review here), Aeon’s End, Aeon’s End: War Eternal (see review here), Aeon’s End: Outcasts (see review here) etc etc etc), but I have a lot of Aeon’s End content already.  I mean, this is a great cooperative deck-building game system with a mage theme, and it basically made the #1 Spot on our Top 10 Cooperative Deckbuilding Games!

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In the end, I chose to back Aeon’s End: The Descent because I was excited for the new Friends and Foes module which can be used in any game.  Not to bury the lede, but I think that new module makes the game that much better.  We’ll discuss that in detail below.

Let’s take a look!

Unboxing

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This is a pretty standard sized box: see Coke can above for reference.

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If you are considering getting this, I recommend the mat.  Of all the mats I have, the Aeon’s End/Astro Knights mats always seem the most useful: look above at how they well they help organize the play!  The mat from Conquest Princess last week was pretty good for solo, but not really useful for cooperative play.  This mat, for Aeon’s End: The Descent worked so very well in both solo and cooperative contexts.

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Just be wary that the mat a little big (see Coke can for scale above) and it’s a little harder to carry around (see below).

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There’s a little rulebook for the Friends and Foes module; I think it’s separate so you can use it with other Aeon’s End games easier. See picture above.

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There’s a narrative booklet: this is to take you through the adventure with some text. See above.

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And the main rulebook: see above.

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At its core though, Aeon’s End: The Descent is a card game: see SO MANY cards above and below!

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Luckily, these cards are very well organized: they have stop signs cards to surround each deck.

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One of my favorite features of this game (and all Aeon’s End games) is that EVERY CARD IS WELL-LABELLED: see above as the Treasure card is from ATD-4-02 (bottom left of the card).  If you ever need to put everything back in original order, you can. 

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Spoiler Alert: I played through the entire campaign,  and I was able to reset the entire campaign (sorry, they are called Expeditions here) back to its original pristine state.  And you can! See above as I try to separate the cards back!

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At its core, each player takes the role of a mage, and his cards become his casting deck (which he has to try to build up using deck-building).  See some mages above … and some other ones come out later!

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Generally, the mages are fighting a Big Bad! See some above! To win, you usually have to reduce the Big Bad to zero hit points by casting spells to do damage!

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Along the way, you make some Friends and Foes, who help or hinder you just a little bit … and more come out as the Expedition unfurls …

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There’s a bunch of tokens which you do need to notate moneys, power, charges, and some other stuff!

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Generally, the components are pretty high quality, the art is good, and the production looks great. See above.

The Rulebook

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The rulebook is .. fine.

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It flops over the edges, making it harder to keep open on the chair next to me.  It really needs to be a smaller form factor: it gets about a C on the Chair Test.  I find myself grumpier and grumpier with rulebooks which are huge when opened up.  At least it does sit flat.

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The Components page is nice* (*modulo one issue we had with Astro Knights: Eternity:  the Component pages STILL doesn’t label the Turn Order cards as coming from one of the 1X decks … you might find yourself searching in vain, until you open up all the 1A-1D decks).

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Set-ups are nice, but if you get the Play mat, you really don’t need this section.

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Generally, this was a good rulebook with good annotations, lots of pictures, and readable text. It even used color to differentiate new rules (in yellow) from older games.

This is a pretty good rulebook, but it had better be after making 5? 10? different versions of Aeon’s End. Although there is still one quirk in the solo rules … see later below.

Gameplay

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I always forget HOW AMAZING the Aeon’s End games are for that first set-up!  Aeons’ End: The Descent is no different!  See above and below as the sheet that comes with the box helps you quickly unwrap and set-up your first game!  

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If I ever get an Aeon’s Box in the mail, I am never worried about my first set-up*, because it always goes so well!

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I don’t want to say too much about gameplay because we’ve discussed it before in previous reviews.  Also, there are a lot of great videos on the internet if you want to see how it plays. But I just want to say, there are a number of new mechanisms and somehow, they keep squeezing new ideas out of the Aeon’s End system!  Every game in the Expedition has a new “angle” or “mechanism” that keeps the game fresh! A new Mage?  A new weird way to defeat the Big Bad?  Somehow, Aeon’s End is still fresh after all these years!

Friends and Foes

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Without a doubt, my favorite new thing about Aeon’s End: The Descent is the Friends and Foes module.   Basically, two new characters become embroiled in your story: a friend and a foe!

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They are so embroiled, that the friend and foe each get their own turn within the turn deck!  See above!

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Each friend and foe slowly evolves something: the friend is building up something good for the players, and the foe is building up something bad!  See above as The Corrosion can add his Draining cards!    The nice thing about the friends and foes is that they aren’t too bad; you usually have to make a choice about the goodness/badness every turn they come up! I really enjoyed having that extra choice! 

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Do you add a few charges to the friend or foe?  Do you take some damage to Gravehold to avoid that charge?  The players almost always GET TO MAKE A CHOICE: what kind of good news or bad news do you want?  The players decide!!

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See above as the The Scavanger Foe makes players draw a card and either suffer damage to Gravehold or let the Scavenger charge up!! What do you do?  What do you do??

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As much as I like these choices, what I like best about the Friends and Foes is that they even-out the problems with Variable Turn Order gameplay.  What do I mean by that?

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Kickstarter Edition of Aeon’s End and Aeon’s End: War Eternal (with update since I was an original Kickstarter)

Those of you have been following my blog for sometime know that I am not a huge fan of Variable Turn Order: see the blog entry here for A Discussion of Variable Turn Order and How To Mitigate Its Randomness.   Basically, Variable Turn Order can be too random and cause pathologically bad draws which can make the game less fun.   To combat the problems of Variable Turn Order in Aeon’s End (and its ilk), I allow myself a simple House Rule: the Nemesis is never allowed to go more than 2 turns in a row. 

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It turns out that I didn’t have to use this House Rule in any of my games in Aeon’s End: The Descent!! Why?  One of the things we discovered when working with Variable Turn Order in Unmatched Adventures: Tales to Amaze was that the bigger the deck, the less likely you are to have pathologically bad draws!   See blog entry for more Discussion here.

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Because the Friends and Foes “fill-out” the Variable Turn Order deck from 6 cards (original length) to 8 cards (with one Friend and one Foe), there didn’t seem to be a need to invoke the House Rule!

In the end, I love this new Friends and Foes module for multiple reasons: it mitigates the Variable Turn Order issues I have in Aeon’s End: The Descent, it allows more choice into the game, and it has some really new ideas for how to push Aeon’s End into fresh territory.  Not to mention, you can use Friends and Foes with any Aeon’s End game!

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I guess I wouldn’t be me if I didn’t think the game still needed one slight House Rule: the rules say that the Charges “must go off” when the Charge track is filled (see above).   Sure, this makes sense for the Foe, but not the Friend!!!  I played several times where the Friend’s ability discharged … and it was completely useless for me!!!  But, the Friend is your friend!  Ask them to hold on until next round when they activate!  This seems like a minor house rule, but I think it feels more thematic and more empowering as a choice-You don’t have to discharge the Friend’s ability just because it’s full.

Otherwise, Friends and Foes is a fantastic module.  I probably won’t play without it from now on if I can help it. 

Expedition

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So, this game comes with a Campaign of 4 Sessions (4 battles): they call this an Expedition (much like in Astro Knights: Eternitysee here).   The basic flow of the game is described by the Narrative Book (see above and below).

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Each section starts with a TON of text.  I have to admit, I was a little daunted the wall of text, until I realized that using the character sheets/mats made it more interesting and visual!

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What I did: I found the character mats for each of the Mages described in the text (and the Friend),  and then I put them next to the Narrative book!  So, as I read, I could correlate who was speaking, who was acting, and who was who!  See above!  This brought me more into the story, and I recommend the same for you!

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After the text sets up the story, the yellow boxes direct you how to set-up the game: see above for instructions on how to set-up Battle 3 (note, not really any spoilers in the set-up).

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Most of the special context for the Expedition Battles is in one of three places: The Envelopes, the Specially Wrapped Cards, or the “unspecial wrapped cards”. 

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The Envelopes typically contain Friends and Foes, a new Nemesis, some dividers, and possibly some new boards.  Minor Spoiler for Envelope 3: don’t look too closely at the picture above, but that’s what’s generally in an Envelope!!!

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Most of the cards you need come from the special decks:  For example, you open 2B at the end of Battle 2!

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Or open 1A, 1B, and 1C at the start of Battle 1!

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There’s a ton of other decks in the game which just “augment” your game: this allows you to have other choices for your Gems/Relics and Spells.

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Although your first game will have a rigourous set of Gems/Relic/Spells (see above), you can choose other cards for these.

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Although there are some instructions for reseting the game, I strongly recommend you take pictures (like I did) of all the stuff in the Envelopes: Again, minor spoilers for Envelope 4! See above!

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After playing through the Expedition solo (see Solo Play section below), I went ahead and re-sorted all the decks back to their original state!  I used rubber bands (I know, some people don’t like rubber bands) to keep them together.

It took about an hour or so to re-sort everything and put the box back to the original state.  You can do, but it is a lot of work.  I did this so I can play the Campaign with my friends all over again.

Solo Play

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So, Aeon’s End: The Descent supports solo play (thanks for following Saunders’ Law). And it has choices!

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You can either play true solo mode, where the solo player plays exactly one mage OR you can play solo two-handed.  And for true solo, they mention the simple rules “You are your own ally!”  (I would have LOVED some better solo play description like this for Freedom Five from a few weeks ago:  Oh, Freedom Five, I wanted to love you so much …).  In the end, I played true solo: one mage per Battle!

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This true solo is interesting, because some variants of Aeon’s End only support the solo player having three turns and the Nemesis having two turns (most notably: the App for iOS! See our Discussion in Seven House Rules For Cooperative Games). This version of Aeon’s End: The Descent seems to let the true solo player have four turns (it’s unclear, because the set-up for the players has rules for 2,3, and 4 players … but not 1-Player? See page 8!). In the end, the defining text seems to be: “The turn order deck is always composed of four player turn order cards and two Nemesis turn order cards” (p. 8, Turn Order Deck).

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Over the course of about 4 days, I ended up playing the entire Expedition!  Although the game box says 60 minutes per game, I kind of think that’s bogus: I am an experienced Aeon’s End player, and I think I took about 2 hours per game.  To be fair, when I play solo, I tend to be more thoughtful and take longer turns.

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I chose to use a different Mage for each game: I started with Thraxir, went to Mezahaedron for my second Battle …

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Used Raven in my 3rd Battle …

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And finally ended Battle 4 with Brama .. the Leader!  

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Using a different Mage for each battle was absolutely the right thing to do!  I got to play 4 VERY DIFFERENT Mages throughout the game!  Each play style was very different, and it was fun to try to learn and discover the strategies for each Mage! I had to use Destiny tokens, Knowledge tokens, and all sorts of new stuff I had never seen before!  

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It was an absolute delight getting through this Expedition.  I had a blast!

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Although the true solo game has the solo mage advance quickly, I always worry that they may die sooner, because they only have 10 hit points total!  At least playing two-handed solo, there are 20 hit points total between the two mages … Luckily, getting too low was never an issue. I don’t know if I just chose well, but my Mages never skirted death!  I always worry about the true solo player dying too early because there are no hit point balancing mechanisms (i.e., solo player has 12 hit points or something), but it hasn’t seemed to be an issue.

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My only complaint might have been that maybe it was too easy?  I didn’t lose a single solo game along the way! And all of wins were pretty decisive!  Like I said, I am a fairly experienced Aeon’s End player, so that’s part of it.  Luckily, I noticed that every Nemesis does have a “advanced” mode, so if I play again, maybe I’ll do the advanced mode so it’s a little harder …

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In the end, I had a great time playing the Expedition solo.  I was able to learn the game to teach my friends (see Cooperative Play section below), but still enjoy a full story and campaign!  If I never play Aeon’s End: The Descent again, I feel like I still feel like I got my money’s worth. The thing is, I would like to play it again! It was fun!

Cooperative Play

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So, Robert, Becca, and Jeff and I played the first game of the Expedition! A 4-Player game!

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We ended up winning and generally having a good time!

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Becca, who doesn’t really like cooperative games that much, liked it enough that she expressed interest in ordering a copy!  I showed her the little catalog (above: came with the game) of all the Aeon’s Ends

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Generally, everyone was able to feel part of the team!  But, each Mage has their own personality, and I think everyone felt like they could do something interesting on their turn!  Sure, there were moments when one of us “took it for the team” and had a crappy turn, but it was always a conversation! Everyone was always involved, either figuring out their turn, or talking with others!

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The only “real” problem was that the game lasted a good three hours!  Granted, this is a learning game for most everyone but me, but 3 hours is a lot longer than the 60 minutes on the box!  Still, we were engaged the entire time and had fun.

Cooperative play went well, even with 4 people who are all very independent.  And none of my friends (except Becca) are really “gamers”, but everyone took  to the game pretty well!  Generally, it was a smashing success and we had fun.

One final thing: the 4-Player cooperative game seemed harder than the true solo game.  I think if we played through the entire Expedition as a 4-Player game, the game would have been much more challenging.  The game just seems harder with more people.

“Emergency Sleeving!”

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You don’t have to sleeve the game, but you really really really should sleeve the Turn Order Deck (see above).  Why?  You touch the Turn Order Deck every turn!  I didn’t sleeve my Turn Order Deck in the original Aeon’s End, and it got a little grody.

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Just as we were starting the Cooperative game, I remembered how “grody” the Turn Order cards, so we had to have an “Emergency Sleeving!!!!”

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Okay, you may now resume your regularly scheduled program.

What I Liked

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The Campaign, er, Expedition Story:  Once I got into the Expedition, I enjoyed the story.  I needed the graphic support of pictures of the characters to jumpstart me into the story, but once I got into it, it was surprisingly enjoyable. And maybe even a little moving?

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The Length of the Expedition:  I liked that the campaign was only 4 Battles: it seemed like just enough to be achievable.  It wasn’t too long to drag on, nor too short to leave me wanting more.  I said the same thing about the campaign in Astro Knights: Eternity: 4 Battles seems just right!

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Friends and Foes: I adored the Friends and Foes addition.  It not only fixed the Variable Turn Order problems (or at least strongly alleviated the issues), but also added some extra choices to the gameplay.  Overall, this module is a major win for the Aeon’s End system, and may now be a necessary module moving forward.

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Still Fresh:  Everything seemed “fresh”: the new Mages, the new Nemeses, the Friends and Foes, the new Gems/Relics/Spells, the new mechanisms (Knowledge, Destiny, etc)!  Somehow, even after 8 years since the original Aeon’s End, all this content still seems fresh!

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New Narrative Booklets:  I like that the Narrative Booklets and the Expedition mode gives you an “excuse” to play through all the content.  I like this idea!  An excuse!  It sort of went under the radar, but this also included Narrative Booklets for both the original Aeon’s End and the Aeon’s End: War Eternal.  If I need/want an excuse to playthrough those games again, I have it!  I think it’s really cool that Indie boards and cards “retro-fitted” the Expedition onto the original games!

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Standalone:  Were you always curious abut Aeon’s End but were turned away because of something (maybe Variable Turn Order)?  Maybe you found the Friends and Foe module  alluring?  Maybe the idea of a just-right campaign is alluring?  You do NOT have to get all the other Aeon’s End content … you can just get this standalone game and be very happy for a while!

What I Didn’t Like

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Wall of Text:  I grew to like the story that came out, but that wall of text from the Expedition booklet is very daunting; I suspect it will actually turn some people away.   I would have considered putting in some relevant pictures in with the next, or at least “suggested” that players keep out the Player Mats so they can have pictures of the characters as they interact.

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Friends Ability Activation:  I really think that the players should allow the Friend to activate abilities with a little more choice; right now they friend “must” discharge all their charges and activate their ability even if it’s not useful.   These seems against the theme; they are our friends, why can’t we work with them so they activate their abilities at better times?  This is my only real complaint in an otherwise wonderful Friends and Foes module.

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Rulebook and rules:  The Rulebook and Narrative books are pretty good, but have a lot of weird discrepancies!  Why is one-player set-up not mentioned in the Turn Order Deck section?  Why are Treasures not emphasized more?  It’s one page in a floating box you will miss on your first read!  The set-ups in the Narrative book seem a little … spartan?  There needs to be more emphasis that we can choose Gems/Relics/Spells between Battles! And the Turn Order cards are referenced in the Components but “hidden” in the intro decks … it needs a slightly better sentence there.

These are all minor things.

Conclusion

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I am not quite sure where I come down on Aeon’s End: The Descent, because I liked it so much! The Friends and Foes module, for me at least, is always necessary for any Aeon’s End game I play from now on!  My friends loved this game, even the non-gamers!  The cooperative experience has always been very strong in Aeon’s End: my plays with my friends accented how well it works! 

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My solo games during the Expedition were so much fun, they will probably make my Top 10 Solo Games of 2024!

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Aeon’s End: The Descent breathes new life into the Aeon’s End system. I loved it. I think I will give it an 8.5/10 or maybe a 9/10. I don’t know, maybe even a 9.5/10? It was such a great experience both solo and cooperatively!

My only question: should it make my Top 10 Cooperative Games of 2024 (because it’s a standalone game) or my Top 10 Cooperative Expansions of 2024 (because it expands other Aeon’s End games)?

A Fashionable Cooperative Space Game! A Review of Conquest Princess

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Hear me out; this game is better than it looks. I know, I know, I don’t love that cover either, but once you get inside, this game really does come alive.

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Conquest Princess is a cooperative bag-building game with elements of boss-battling and collection.  This game was on Gamefound back in June 2023.  It had a fairly small pledge group of about 668 people but it did succeed in being funded.  I went all in!  I got the base box, plus the mat, plus the acrylic tokens, and the bags!

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If I were to describe this game to you, I would describe it as The Captain is Dead (which is a cooperative space game we reviewed here, here, and here) meets a bag-builder like Invincible (a cooperative bag-builder we reviewed here).  

Let’s take a look!

Extra Specials

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I am very pleased I went all-in on this; I got some pretty great stuff.  Normally, I worry that a game with such a small crowdfunding presence won’t have great all-in stuff, but boy was I pleasantly surprised!  I am SO PLEASED with the extras!

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This is a bag-building game, remember?

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This upgraded “extra” bag is fantastic! 

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It can even stand-up on its own! See above!

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And the acrylic tiles that come with it are gorgeous! Bag of Destiny: totally worth it.

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Standees of Utmost Elegance?  Very good!  Anyone who know follows this blogs knows that I love the acrylic standees, even over miniatures! The acrylic standees from Tokyo Sidekick (see here) and from Kinfire Chronicles (see here) have convinced me that I prefer the acrylic standees!

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The Standees of Utmost Elegance box comes with a bunch of standees (right), bases (middle) and some acrylic danger tokens (left): see above.

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All assembled, those look pretty great! See above!  The art is a little cartoony, but I think that’s why the clear acrylic standees work so well in this game; they accent that comicy nature!  I am very very happy with The Standees of Utmost Elegance!  I wish the art was just a touch nicer, but I still liked it.

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Look at all that great acrylic standee stuff!

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The third and final box is the coolest: Lights Of Opulent Extravagence!  

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It includes metal first player token (right: above) and 16 action coins (left). Wow!

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More importantly, it includes the light-up standees.  You heard me.  Light-up standees!

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Each character can “transform” in the game, and when they do, they get the cool light-up standee! See above!

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The extra specials for this game gave me a WOW and put a giant smile on my face!  This is the feeling I wanted when I opened Freedom Five from a few weeks ago.  I got that WOW feeling from Conquest Princess instead!!

Totally worth getting the extras and all-in. 

Upgraded components are great, but what about the game?

Unboxing and Some* Unpunching Required

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The base box is fairly tall, but width and height is pretty standard. See Coke can above for perspective.

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I sort of had a weird dillema when I opened everything up!  A lot of the tokens are already acryclic, so which ones do I punch out?

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So, I ended up punching out about half  the cardboard punchouts; the other half were from the acrylic standees and metal tokens.

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I mean, everything looks pretty cool, right?

Gameplay

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1 to 4 Players assume the roles of the 4 characters in the game: see above and below.

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This is an action point game; actions are notated on the Wrist Blaster board (bottom board in photo above). Each character gets 4 action points on their turn, denoted by the metal tokens.  The player will slide the token down to indicate a move, shoot, or engage action.  Occasionally, you can use energy to get an extra action (last column).   The armor on the side is armor to prevent damage.

The Fashion Plate board (above and below) is where you place special cards, pets, and powers. 

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This game is a space game with a large dollop of fashion in the theme!  You heard me, fashion!!! One of the catch phrases of the game is “Fashion is Power!!”  Generally, this is a space game, where some of the equipment you’d get in a pure space game is instead accented as fashion accessories.  

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You can see a little of that in the gear (I mean fashion accessories) above: Carbonite Kicks, Hsi Sniper Sleeves.  It’s more fashion accessories than gear, but it’s also gear.

I’ll say this: if you want to play Conquest Princess as a pure, straight-up space-theme game, you can almost ignore the fashion part and just pretend it’s a pure space-themed game. But if you really want to embrace the “Fashion is Power!” vibe, you can have a lot of fun with that.  This weird cross-pollination of space and fashion may seem like a turn-off, but it’s not; you can choose to embrace either side (or both sides!) of that theme and it still works.  I generally played it solo as a pure space game; whereas my cooperative games with my girl friends embraced the fashion part.

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The T.I.A.R.A (above) is generally the main ship and this is where I get a lot of The Captain is Dead vibe from! Players move around the ship taking out the Minions in orange thongs (yes, you heard me right, orange thongs) and keeping the ship clear of baddies.

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The ship has all sorts of different subsystems: Teleporter (above: for moving off ship), Engineering (above: for repairing subsystems), Mendenry (above: sick-bay), Comms (below: show upcoming bad news cards) and finally the Wardrobe (below: the weapons sills).

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If the minions get attacks off while in the ship, they put those subsystems into disrepair.  See above as the Wardrobe has been critically damaged!    Keeping the ship healthy and in repair is a huge deal; it keeps your systems active.   Every single one of these subsystems is useful! Healing! Better gear (I mean fashion accessories)! Looking ahead at Bad News! Teleportation! 

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Those of you who have played The Captain is Dead (see board above) will find this subsystem stuff very familiar!

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If all you did was keep baddies off the ship, the game wouldn’t be very interesting! In the Standard Game, you have to worry about two planets where stuff is happening! On Planet 1  (standard game) is the Invasion! See above!

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On Planet 2 is the Mechapede!  

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These Planets do change: in the Advanced game, there is the Dark Portal (see above).

So, while you are keeping baddies off your ship, you are also teleporting to the planets to achieve your mission goals!  Sometimes your missions are to collect items, sometime your missions are to keep the chaos on planets under control, and sometimes your mission is to move to the Dark Portal! 

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What you do depends on which of 4 scenarios you are playing! See the four scenarios that come with the box above! For the record, you can play any of the scenarios, but it’s recommended you play them in order as a campaign from Tutorial, Standard Mission, Advanced Mission, to Boss Battle! The game just gets harder and harder!

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So, Conquest Princess is a balancing act of keeping the ship free of baddies, the planets under control, and staying alive!  

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This game has a peculiar, but consistent and interesting loss mechanic: you cannot lose unless you run out of power!  You only run out of power if the Power Up deck (above) is ever empty! It starts with 28 cards!

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But every time something goes bad that would immediately end the game (where a character takes a third damage, or too many minions overrun the ship, etc, etc) instead you take a disruption!  Your ship has a time-travel mechanism to prevent the bad thing, but the cost to stopping the badness is huge!  A disruption causes players to discards Power Up cards equal to the Danger Level (most games start with a Danger Level of 2: see above), and every disruption increases the Danger Level by 1!  If you ever can’t discards enough cards to handle a disruption, players immediately lose!

I like this loss mechanism, as it scales, it is simple to explain, and handles all endgame cases consistently.  There is only one loss mechanism; just don’t run out of of power!!!

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If players can collectively succeed in their quests before the power runs out, they win!

Comic/Tutorial/Scenario Book

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There’s quite a bit of reading material.

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The comic book is just flavor for the adventures; you don’t have to read it.

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I found the art inconsistent with the rest of the game (see above), so I thought it actually detracted from the experience.  My friends read it while I was making dinner and they said it offered some nice thematic basis; they liked it.   Read it if you want, you don’t have to.

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The Tutorial, on the other hand, was AMAZING!  See above!  It walks the players through the first 3 rounds of the game very explicitly!   You ABSOLUTELY must and should read the playthrough from the Tutorial!  This does what a great Tutorial does; explain what you can do, what you shouldn’t do, and make you feel like you can play without needing too much of the rulebook!  The Tutorial is a shining star in this game.

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Finally, the Scenario Book (not particularly well marked, above) has the directions for play and set-up for the other three scenarios in the game.   It was … okay.   There are a LOT of new rules in later scenarios, and it could have done a little better job explaining some stuff.  I think it just needed some more edge cases explained.    I think you will be going on BoardGameGeek a lot for these scenarios to look up rules.  In general, this scenario book was ok.

Rulebook

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This rulebook is generally okay.  It has some flaws but some nice features too.

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See above as it flops over the edges on the chair next:  it’s not great.  I’d give this a D in the Chair Test: the fonts are good, the pictures are good, but the rulebook is just too big and can’t sit on the chair next to me; it flops over the edges. See above!!

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We’ve seen this “rulebook-too-large” problem a lot lately (See our  Batman: Gotham City Chronicles and Tidal Blades 2 reviews): luckily, there’s a decent workaround! Put it on TWO chairs next to you (with the spine in the middle so it stays open). See above.

I wanted to like this rulebook; it has a good-sized font, lots of pictures, and even an Index! At the end of the day, I didn’t love it.  I feel like there were some edge cases missing, and I didn’t like the way the certain things were expressed.  But, they made a good faith effort to make a good rulebook, so I will say this was good enough.

In a Second Edition of the game, I want another pass by an editor please. And a smaller form factor, please.

Solo Play

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If you get the player Mat with the game, recognize that it is two-sided.  One side has the set-up for SOLO play: see above.  That’s the way I played.  For the record, this is THE BIGGEST player mat I have (even bigger than Robinson Crusoe: Collector’s Edition from a few months back!!).

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So there is a solo mode!  (Thanks for following Saunders’ Law!) Unfortunately, like Heroes’ Resistance, Set A Watch, or Cyber Pet Quest (from last week), the solo character must control all 4 characters!  In fact, no matter the player count, all 4 characters must be in play.

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Of course, a 4-character solo play isn’t ideal; there is context-switching overhead as you switch from character to character (you play one character at a time), there is extra maintenance as you play (as typically the maintenance scales linearly with the number of characters), and there is simple intellectual pressure to use all four characters well together.

I will say that Conquest Princess works well as a solo game if you like a longer solo game and if you embrace Player Selected Turn Order (we’ll discuss this down below).  Conquest Princess is  basically a puzzle to solve with spinning plates: you try to keep the bag in a good state (remember, this is a bag-building game), while keep the ship and planets under control.

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Solo, I have now played the Tutorial once, the Standard Games about 4 times, and the Advanced Game once.  The Tutorial was relatively quick, but the Standard and Advanced Games were pretty long games, taking about 2 to 2.5 hours each.  

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The extra context switching and maintenance overhead tends to elongate the solo game that much more! The box says 45-70 minutes? No way. It’s at least 2 to 2.5 hours for a solo game.  

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But, I feel like every step matters in this solo game: each character gets 4 actions (5 if you waste a power token), and each turn matters!  What’s the best way to keep the chaos under control AND keep the bag in good shape?

I liked the solo game.  A lot.  It was fun trying to figure out how to keep the characters working well together.   And the solo game did a really good job at teaching the game so I could teach my friends. Again, that Tutorial is phenomenal for the solo player (and the cooperative players).

Cooperative Play

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The other side of the Player Mat made the weird choice to have no set-up information or templates for the cooperative: it has only flavor text and pictures.   It wasn’t too bad, but I thought it was busy (from a graphic design perspective) and got in the way just a little bit.  It was fine, but the Mat for the solo mode was much more helpful. See above.

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Cooperative play at 2 and 4  players is ideal: in 2-Player mode, each player operates two characters. In 4-Player mode, each player gets their own character!

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Unfortunately, 3-Player mode makes one player operate two characters (which is usually me, since I have played the game more than anyone).  

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Whereas my solo plays embraced the pure space game, my cooperative plays embraced the fashion parts!  That is probably because I played with the two friends Sara and Teresa!

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There’s a decent amount of discussion going on as you play, as players need to figure out how to work together and share their fashion plates.

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For example, players WANT to be on the same space as the Green character because then they can do multiple ENGAGE actions (usually, a single ENGAGE ends your turn).  So, sometimes players may travel in packs to reuse their Fashion Plates!  But then, you can’t get enough done if you stay together, so sometimes they have to split up!  What’s the best thing to do?   The sharing of Fashion Plates and that discussion really does facilitate the cooperation in the game.

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The Tutorial also worked fantastically in the cooperative game! Players would read the parts of the tutorial relevant to their character and then act it out!  Again, this tutorial worked really well.

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And the cooperative game also moved along a little faster, as there was shared maintenance, and each character had the agency of a single player!   The game still feels a little longer than 45-70 minutes, but it was definitely shorter than the solo game.

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Generally, my friends had fun and want to play again.  One major complaint was that the rulebook wasn’t great for edge cases (a similar complaint we had initially: see as Sara tries to find a ruling and fails).

Player Order

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In the rulebook and rules (page 8 above), there is an entire page discussing player order and who is Lead Agent (first player).  The rules are complex and they depend on something called “LOAD” and how many players are playing.  If there is any question about LOAD then players select. What is LOAD? LOAD is a messy notion about the number of MISS tokens on your board.

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See above as the RED player has too much LOAD, so probably can’t go first.

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We need to get real for a second.  I like this game.  A lot.  but there is a LOT of randomness that can detract from me liking this game.  There is just enough mitigation between bag maintenance and special powers and so on to keep me involved.  But I am on the cusp.    The rules for first player need to be completely streamlined: it’s too much intellectual effort and it feels … random.  “Oh, I should go first, but I can’t because I drew poorly and got LOAD last turn??”  No no no no no no no.  

This game needs Player Selected Turn Order:  players simply should simply decide the order they play on their turn.  This will allow characters to support each other to feel like they have gigantic turns!  Get the RED character to help you so you shoot better; get the GREEN character to move to you so you can ENGAGE twice!  These are decisions the PLAYERS should make, not have some esoteric mechanism (Lock and Load and LOAD) deciding player order.

Blow away all the rules for player order (an entire page in the rulebook) and just let the players decide what order they want to go!  This makes the game that more cooperative as players will now discuss the order they should go!  It helps cooperation!!  Without Player Selected Turn Order, this game becomes too random for me and I would give it a 6 or 6.5/10.  With Player Selected Turn Order, I feel powerful, potent, cooperative, and engaged! And the game is much better, an 8/10 or 8.5/10.  It makes THAT big a different for me.

Yes, this is a House Rule.  Play with or without it, but I suspect you like the game that much more with Player Selected Turn Order.  Decide for yourself.

What I Liked

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Acrylic Standees: If you can get Acrylic Standees, I would recommend it. They really complement the comicy vibe of the game, and they just look great on the table.

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Transformation: It’s very cool when you transform!  If you have the light-up standees, that makes it even cooler, but it is such a cool moment in the game when a character transforms to their super!  The character gets an immediate power, becomes more powerful, and heals up!  It feels like a movie moment when a character becomes powerful just in time to save the crew!

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Components: Even if you just get the retail version of the components, the components are still nice. I am very glad I got all the premium upgrades, but that’s up to you.

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Bag Maintenance: This is a bag-building game, and you have to keep the bag in shape! If you have too many “MISS” tokens in the bag, you just won’t be able to do well you attack, so you have to make sure to keep as many “HIT” tokens in the bag as possible! You may to use the COMMS ENGAGE action to scoop up all the HOT tokens on the ship, or take out one line of the MECHAPEDE to put all those hit tokens in the bag! As you go around, you must keep the bag state in mind or you will lose! Even if you do draw MISS tokens (see above), you can trade them for POWER tokens in future turns! (You can use POWER tokens for future actions or to transform!). I love that!! Even if you fail, you can still do something good LATER in the game! I hated Freedom Five from a few weeks ago because all failures were independent … at least here, a Failure can bring you choice! (And putting a failure on your board keeps it out of the bag too! Maybe you keep it out of the bag just to help your friends!!)

There are just enough mechanisms in the game to help you keep the bag state under control that you feel like you have agency in how the bag is. I love that; It doesn’t feel too random.

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Star Trek Vibe: There is a Star Trek vibe here in Conquest Princess. Just like The Captain is Dead. Now, I love The Captain is Dead, but it was always centered on the ship only, and Star Trek is all about beaming down to the Planet. Here, in Conquest Princess, we can beam to TWO planets! And they are very different! I feel like Conquest Princess does a pretty good job of embracing that Star Trek vibe.

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Sense of Humor: This game has an sense of humor. Wardrobe Malfunction as a card name? Ha! It’s even thematic as you lose your core suit. There are little bits like this all over the game.

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Play How You Want: Play this as either a pure space game or embrace the fashion aspects, or both! If you don’t like the fashion aspect, don’t let it drive you away: this is a good space game.

What I Didn’t Like

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Rulebook: The rulebook and scenario book need some work; mostly edge cases need to be specified more.  There were just too many times when it wasn’t “clear” what needed to done or how to deal with something.  I’ll give the rulebook credit; they did a lot of things right.  It’s just that each scenario has SO MANY rules, it’s hard to get everything right.

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Turn Order: Jettison the entire set of rules for player order and lead player (an entire page!) and just use Player Selected Turn order. It’s simpler to explain and makes the game more cooperative. The game even makes it easy to notate as you have to move the action tokens!

Conclusion

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Conquest Princess was a bit of surprise! I didn’t expect to like it as much as I did!  At first it looks like just a pure space  themed game, but it has a strange auxiliary fashion theme which you can choose to embrace or not!  So, don’t be turned off by some of the fashion references; you can play this as a pure space game and still really enjoy it!  Or you can embrace the fashion theme wholesale!

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There are so many great things about this game; from the Transformations, the bag-building, keeping the ship intact, keeping the bag well-seeded, helping each other, and communicating!  There are no communication limits in this game, thus players can work together well!

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I can’t recommend this game unless you jettison the turn-order and first-player rules; they are complicated, messy, full of exceptions, and take up an entire page (page 8) in the rulebook.  With the turn-order rules as-is, I would probably give this game a 6 or 6.5/10: those action rules are too complex and make the game too random so that players can’t support each other!  If, instead, you throw away page 8 of rules and instead embrace Player Selected Turn Order, this game moves to an 8 or 8.5/10!  When players support each other, the game feels more engaging! Players have more agency!  Players have more powerful turns!  Players communicate more!  Yes, this is a house rule, but I think it’s critical if you are considering this game.

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I love all the upgrades they have for this game, and maybe you will too; just be aware it’s a fair chunk of change to get all the upgrades.

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Despite the 4-character solo mode, I had lots of fun playing this as a solo game.  This may make my Top 10 Solo Games of 2024!

So, there it is; I like this game and would recommend it but only if you embrace Player Selected Turn Order.  I guess it’s not a surprise I liked this game: it’s basically the Captain is Dead meets Invincible, and I love both of those games.

Wilmot’s Warehouse: Can A Cooperative Memory Game Work?

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Wilmot’s Warehouse is a cooperative memory game for 2-6+ players; it also has some real-time aspects as well.

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Wait!  Don’t run away yet!  Despite it being both a memory game and a real-time game, it’s actually pretty good.   Really.   I’m not kidding.  Keep reading!  Please!  

Gameplay

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There’s not much to the game:  as a group, you place tiles down “cooperatively” down on a board: this board is the warehouse in Wilmot’s Warehouse.  (And I have no idea who or what Wilmot is).

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Players have some random tiles (see above) that originally come out of a bag. Players, as group, get to look at the tile and decide cooperatively what it is! See tile above: “What is this? A yo-yo? A Coffee cup?

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Once players, as a group, have decided “what it is”, they place it facedown on the board.  To help remember it, players (as a group) are coming up with a “story” or “theme” to help remember WHAT IT IS and where they placed it!! There will be 35 facedown tiles(!)  by the end of the game (7 cards “per day” over 5 days), so players need something to help remember what’s what.

For example, we had a row which was “food stuff”.  And some stories about Mario.

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The first 7 tiles (Monday) are easy, but the each day, management has “new requirements” that make the game sillier and harder. For example, Language Barrier is what we drew (see above): we couldn’t talk, but we could grunt and point. Yes, we became cavemen. Yes, this sounds stupid, and it was. But it was surprisingly fun.

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After all 35 tiles have been placed facedown, there’s a real-time phase where players take “customer cards” and have to match them to the facedown tiles!

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There’s a lot of these customer cards: some of them will be on the board, but most of them won’t!  As a group, you are going through these cards AS FAST AS YOU CAN to find the cards you are using, while tossing the ones you aren’t.

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The object is to memory-match the real customers to the real facedown tiles. I KNOW!  I KNOW!  This doesn’t sound fun.  But it was really was!
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Your “score” is based on how fast you matched, as well as how many you mismatched (you gain a penalty of like 10 seconds for each failed match). Then, you can lookup a video telling you how well you did: see Matt from Shut-Up and Sit-Down telling us how well we did!

Solo and Cooperative

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This game is officially for 2-6+ players (with the + implying you can play more). We found that it worked great for 4 players. Could you play it solo? I think you could, as a way to “explore your memory palace”, but, it would get a bit “samey” solo. What keeps the game silly and fun are the limitations cards!

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In a solo game, the Language Barrier (above) would have no effect (“I can’t talk to myself, ok”) and wouldn’t make the game more fun .. and most limitation cards are something that affects how the players may communicate with each other. In a solo game, these limitation cards would have no effect: It would just make each round about the same … which is not a bad thing, but the variety of these cards made the game quite fun. (One limitation made us only be able to talk with words that started with one of W I L M O or T. Very silly!)

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As a cooperative experience, this game really shined!  We all talked (well, when we could talk) and explored ideas together as we had to “classify” and “organize” the tiles.  This game felt very cooperative: everyone participated and had fun.

Conclusion

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Wilmot’s Warehouse is easy to describe and easy to jump into.  I was very skeptical of this game at first (“A cooperative memory/real-time game?  I don’t know …“), but my group had a surprisingly good time playing this.  In the end, this feels like a heavier party game: it’s silly enough that you could classify it as a party game, but it’s heavier than you might expect, as you have to spend some real brain-power to play the game.

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Pretty unanimously, this would get a 7/10 from my game group! They liked it, and they would play it again. The only real major problem is that you can only really play Wilmot’s Warehouse once a night: the memory overhead makes it a little cumbersome to try multiple times in one night. “That’s it! My brain is full!”

An Odd Little Duck! A Review of Cyber Pet Quest!

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Cyber Pet Quest is a cooperative boss-battler campaign game.  This game was on Kickstarter back in April 2024, and it promised delivery in October 2024.  My copy arrived late October just before Halloween, so it arrived right on time!  Congratulations to Dead Alive Games for shipping on time!  

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My version is the deluxe version with lots of little Kickstarter extras (see above).  

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This is a smallish game, but it still has a 6+ chapter campaign game contained therein!

Let’s take a look!

Unboxing

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This is a small game: see the can of Coke for perspective.

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Yet, there’s quite a bit crammed into this box!! See above!  So, what is this game all about?

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Players each take the role of the cyber pets (above, left-to-right): Roman the Canadian Goose, Clay the Australian Cattle Dog, Freya the North American Racoon, and Jane the Bionic Cat!  

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You can choose to pick up the pet minis, but I prefer the wooden meeples that come with the game (much like Run Run Run! from a few weeks ago!)  Wooden meeples for the win!

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Players embark on a 6+ campaign (starting with chapter 0 to get you acclimated) working together to find their master!  The campaign is all documented in the little book that comes with the game.  It’s a tiny but long (at 108 pages) book describing the rules and the campaign.

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Each cyber pet is actually quite different!  The cards (above) describe the differences: how many Dodge dice, how many hit points, what actions you can take and their costs, and their special powers!  If you look closely, you can see that each pet is very different than the others!

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For example, see above for the Actions of Freya with their cost!

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Each cyber pet gets a nice dual-layered board for marking energy, luck, hot points, and “sneak status”.

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On a cyber pet’s turn, it is either sneaking (metal name token above turned upside down) or in AGGRO mode.  When sneaking, most things cost more energy (except for healing which is cheaper) and that pet can’t attack!  When the pet has the AGGRO token (bigger metal token), it may attack … but the bad guys are naturally drawn to it AND it takes one more damage from them!  Choosing when to sneak and AGGRO is an important strategic part of the game!

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There are bad guys to fight: this is a boss-battler after all!  The bad guys are the red, green, blue, yellow and BIG BOSS pink meeples! See above!

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You generally have 4 CyMS (Cyber-Memetic Sociopaths) … these are generally “the minions” of the big bad boss.  See above as we choose 4 for the start of the game!  (That dual layer board with the CyMS is the top of the box. …. what??)

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Each Chapter on the campaign happens in a group of Location cards: See above for the apartment (where the cyber pets live and start on space 1).

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Each Location generally has some items of interest (like the Massage chair) where you have to “interact” or “look at it” to activate it!

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Once the cyber pets get comfortable with the mechanics of the game (chapter 0), the CyMS come out!  See above as the cyber pets try to get out of the apartment with the CyMS chasing them!

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Over the course of the game, you get many things to help you in your quest to find your master!  Sometimes you get Items like above (which are one shots) …

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Or you may get extra powers that help you! See above as Roman gets a Level 2 power!

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There’s also “Charms” which are permanent items that are usually powered by the “luck” resource.

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Finally, each cyber pet levels up as they get further into the campaign See above as Roman is on Level 3 … which influences his hit points, powers, and actions!  

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At the end of most chapters, the pets get some kind of upgrade, and usually it’s a choice!  Level up the character card?  Get a charm?  Get one of two powers?  The pets really do feel like they get better as you play!

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This is a boss-battler, so there will be big-bad bosses that you fight long the way!  See above for the bosses you may encounter!!  The story has a few turns along the way, so you may not see all the bosses on your first play-through!

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In the end, the components are a little small so they can fit in the smaller box, but they are all well-labelled and very readable  I have played through at least one full campaign, and I never had a problem with the smaller components: they are quite nice for this little game.  The theme is a bit odd with cyber pets.  And the game is surprisingly small.  So, this is an odd little duck of a game! (EDITOR: maybe better said, this is an odd little goose … since Roman is a GOOSE not a duck …)

Rulebook and Campaign Book

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The rules and campaign are all found in this little spiral bound notebook of about 108 pages (yes, 108 pages!).  See the Coke can above for perspective: I wanted to point out how little the rulebook is!

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This is about a B or B- on the Chair Test: I can leave the rulebook open on the chair next to me while I am playing , but the form factor is just a little too small; the font is just a little too small to be well-readable.  Since the spiral notebook stays open, we leave the grade in the “B” region, as it is still very usable.

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Now, the rulebook doesn’t have an index or glossary (booo!), but it does have a nice Table of Content (see above).

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The rulebook is replete with Story! It starts off with a nice intro (see above), and continues a story (I should hope so with 108 pages of rules and campaign!).  

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Although there are pictures of most of the major components, there are aren’t a lot of pictures of set-up except the one above.  There were MANY MANY time where the rules referred to some component, and I just had to guess which it was (I found the sleeper components, I think I found the Horde token, but I never found the Hack tokens).

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The rules were okay.  There were a lot of time when I really wish there had been further elaborations of some of the rules.   Many times, I just make the best call I could knowing the basics of the game.

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There’s a lot of cute story here, the rules are pretty good at getting us going, but there were just too many times when things were underspecified (which token? Explain this rule please?) so I can’t call this this a good rulebook.  

It was adequate to pretty good.  I was able to play the game and move forward quickly most of the time.

Solo Rules

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So, Cyber Pet Quest does support solo play!  (Thank you for following Saunders’ Law!)

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Unfortunately, the solo mode for Cyber Pet Quest is “play and operate all 4 Cyper Pets!”  In fact, at any player count, all 4 Cyber Pets must be in the game at the same time!  

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Some of you might remember Set A Watch: Forsaken Isles from earlier this year: it’s solo mode also has the players operate all four characters at the same time!  See above!  

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It’s not that uncommon to have the solo gamer play all four characters: recall that both X-Men: Heroes Resistance and Marvel Zombies: Hero Resistance also have the solo player play all four positions! See above.

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In Set A Watch, although we initially had our reservations about the 4-character solo mode, it really grew on us and became the default way we played the campaign game Set A Watch: Doomed Run!  See above.  This is because the Set A Watch characters are simple enough that it’s not too much work to context switch between them. 

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Marvel Zombies: Heroes Resistance is harder to play solo with 4 characters because the characters get more and more complicated as the game goes on.

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Cyber Pet Quest sits somewhere between Marvel Zombies: Heroes Resistance and Set A Watch.  At the beginning of the campaign, it’s pretty easy to context switch between the Cyber Pet characters as they don’t have too many powers, items, charms or actions.  So, the initial games are easier to play.  But later in the campaign, after each character has levelled-up significantly, each character has a wide array of Powers! Charms!  Actions!  Each character gets MUCH harder to play, as there so much to do!  

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See above as the characters have so many cards in the final game: Powers, Charms, Items!!!  I admit, the sheer amount of options for each character does get overwhelming … BUT … as the solo player, I have been playing and upgrading the characters by myself!  It’s gratifying to see all the characters get better.  I think since they have been levelling up gradually (between campaigns), it doesn’t feel that bad.  I think it’s actually harder in Marvel Zombies: Heroes’ Resistance to deal with the powers creep as the characters go up quickly in the same game!  At least with Cyber Pet Quest, you have a chance to become familiar with the new powers/abilities between games.

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Still, there is a lot of context switching between characters as you play.  I can recommend playing the first Chapter 0 solo to see if you think you can handle this 4 character solo mode;  even if you don’t like this solo mode, the Chapter 0 solo mode makes it easy to learn the base mechanics to teach your friends.

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I have to say, despite the complexity of the 4-character solo game, I had fun!  I found myself playing through the entire 6+ campaign game in a solo mode last weekend!  Wait, what??  It so easy to play each game, it was fun to level-up, it was interesting to see what happened next.  I must admit, I am a little surprised I ended up playing the entire campaign solo last weekend!  But I was having fun!  And the fact that each chapter is under an hour contributed to that.

Cooperative Play

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Cooperative mode is a little bit more fun than solo mode: for one, you have more people controlling the 4 Cyber Pets!  Above, Teresa and I split up the Cyber Pets so that she was operating two (Roman and Freya) and I was operating two (Jane and Clay).  I do think it’s interesting that we got very invested in our characters; so much so that we really did know them by name!

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This is a light cooperative campaign, where cooperation seemed to happen pretty naturally.  Clay was VERY good at taking out the CyMS, while Freya was VERY good at dealing with items and passing them around.  Jane was the mover, getting to far-away stuff and distracting the CyMS.  And finally good old Roman was good at doing a little bit of everything!  We focused on each pet’s strengths and naturally felt empowered and potent as we moved around the apartment.

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The game is light and fun!  I suppose the best recommendations we can give this game is 

 1) I am playing it again cooperatively EVEN though I have already gone through the entire campaign!
 2) We are planning to play more games (cooperatively) in the future

In a family situation, I can see this “4 characters” working out okay! Maybe give the “favorite” character to the little ones (Teresa really liked Roman, so she got Roman), but they can still give input as how the rest of the pets work.  In other words, assign the pets in the way that brings the kidlets in the most!  And the “adults” can just make sure the game stays on track!

What I Liked

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Game Length: Even though this is a campaign game, I like that each chapter feels “doable” in under an hour. The game box says the game is 30-45 minutes and that’s about right! (Oh! And you can jump into any single game of the campaign if you want a one-shot! There’s a nice page that describes “get theses upgrades for set-up if you just want to play a single session!”)

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Sense of Humor:  This game is kind of light and fluffy; it has a sense of humor!  See above as one of the cards is Red Dog Energy!  And there is a Cat Videos on the Internet item as well!  This is a campaign game, but it’s light enough that the game never feels “overwhelming”.  It just kind of fun.

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Readable: I was very worried, since this game was so small, that the components would suffer readability issues.  Although I wish the rulebook was bigger, in general, everything was readable at the small size!

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Story: The story is quite cute and keeps you in the game.  It’s a light story, but still engaging.

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Upgrades:  At the end of each chapter, there are SO MANY ways you can get upgrades! Charms! Powers! Levelling-Up!  And you get choices: Level 1 or Level 2?  Side A or Side B? It feels really great to be moving foward and making so many choices!  We saw a lot of this same feeling in Tidal Blades 2: Rise of the Unfolders from a few weeks ago!

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Cooperation: There were a number of mechanisms in the game that encouraged cooperation.  The Pet Collars that you got in the very beginning allowed Cyber Pets to do extra stuff, but only if they were close to other pets!  This made for interesting tensions!  And many times, there were things to interact with that required TWO cyber pets in the same round to do something!  I liked that! It felt like the pets were cooperating to get stuff done!

What I Didn’t Like

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Underspecified: As the campaign gets further and further along, it feels like there are more and more places where the game needs a little more elaboration/specification. The final villain you fight has some real questions about how to operate him (Do you round up or down when you halve? How many hit points does he have?), and these kind of questions came up more than they should have during the game. As an experienced gamer, I know when to just make a ruling and move on. But I worry a family-friendly game like this might cause problems for families that aren’t as comfortable with under-specificity. Caveat Emptor.

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4-Character Solo Mode: Although I had fun playing the solo mode, the fact that you always have to have all 4 Cyber Pets in play isn’t ideal. I made it work, I had fun, but it’s hard to recommend the solo mode with a 4-character mode.

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Left-To-Right:  Every set of Locations had the Cyber Pets move left to right.  The topology was fixed in a straight line, and the pets almost always had to move all the way to the right from the left.  Although this kept a lot of rules simple (with the AGGRO token and CyMS movement), it felt a little “constricting” that every single Location set “moved left-to-right”.  It got a little tedious ALWAYS going left-to-right; I wish there had been some more topology to move around in.  And I am tired of saying left-to-right.

Turn Order

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The gameplay for Cyber Pet Quest has something of interest from turn order perspective:  the game play alternates between pets and CyMS!  It’s still variable, as you don’t know which pet is coming out or which CyMS is coming out, but it keeps the game balanced between the two!  Recall we have discussed Variable Player Turn Order many times here at CO-OP Gestalt (see here for a culmination of that discussion)!  The solution that Cyber Pet Quest employs against the problems of Variable Turn Order is the same as one from Adventure Tactics: Adventures in Alchemy: the Static Initiative Invariant.  Basically, this just means we alternate between Heroes and Villains.

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Now, I have to admit, even though I do like this solution overall, I was worried it might still be a little too random.   But, I was pleasantly surprised when I saw the game introduce Charms and Powers and Items that would mitigate some of that randomness!  See above as the Honk and Bonk Charm gives the pet some agency over turn order! As the game goes on, and the players become more powerful, they CAN affect the turn order!

So, I was happy to see both Static Initiative Invariant here as well as Power/Charms/Items to help the players control the turn order! 

Conclusion

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I like Cyber Pet Quest. I really didn’t expect to go through the entire campaign solo this last weekend, but I had so much fun playing, I went ahead and finished it! I like heavy campaign games like Tidal Blades 2: Rise of the Unfolders (from a few weeks ago), but sometimes it’s nice to have a light campaign game (like Cyber Pets Quest) that feels “finishable”: there’s only 6+ chapters to this game, and you can do it in a weekend! I am living proof!

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There’s just enough wonkiness with the rulebook being underspecified that I worry non-gamers might get frustrated with the rules.  Although there’s a lot of unique and interesting set-ups and interactions in the game, sometimes they aren’t that well-specified.  Just be aware that you might have to make some rule judgements in order to move forward.  

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I think this game is better as a cooperative game, since it’s just easier to share control all four cyber pets with more players.  But I still quite enjoyed the 4-character mode; but you have to be aware what you are getting into with all the extra context switching!

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This is a fun little cooperative boss-battler for 1-4 players; it has a cute story and a light vibe that’s quite enjoyable. I’d give it a 7/10 overall: it loses some points for some of the rules wonkiness and limited left-to-right topology, but Cyber Pets Quest was an overall enjoyable experience!

Sentinels of the Defenders of the Pandemic Realm of Multiverses: A Review of Freedom Five. Part I: Unboxing, Solo Play and First Impressions

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I am very depressed as I write this.  Freedom Five made the #2 spot on my Top 10 Anticipated Cooperative Games from 2021!  I was so looking forward to this!  But I find myself very disappointed by it.

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It’s not that I didn’t get a lot of stuff: I got so much!  The box arrived at my door October 26, 2024.  Freedom Five was on Kickstarter in Oct 2020, and it promised delivery in Nov. 2021.  So, it’s three years late. And it’s been four years since I Kickstarted it!

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There’s so much stuff here: no, they delivered everything they promised.  Well, most of it.  I still seem to be missing some stuff … (A Dice Tower unboxing showed them getting more stuff…)

This is going to be a little different than most reviews I do.

What Is This?

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Freedom Five is a basically Defenders of the Realm with Sentinels of the Multiverse theming, i.e, it’s a superhero game!  And I love my Superhero games!

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Defenders of the Realm itself is just a gyration on the game system Pandemic: in very coarse terms, Defenders of the Realm is really just  Pandemic with dice.

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In Pandemic, you fight disease cubes, but the randomness is mostly in the decks of cards; most players turns are very deterministic and players can make progress against the badness.    In Defenders of the Realm, every fight or check is a dice roll.  Let me repeat that: every fight or check is a dice roll.

Freedom Five is the newest game in the Defenders of the Realm game system.  Every fight or check is a dice roll.

Too Random

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First and foremost: this game, Freedom Five, is simply too random.  Everything in the game is a dice check: 
1) Fighting Henchmen (like removing disease cubes in Pandemic: you have to roll dice to get rid of Henchmen! And you frequently can’t do anything else on a space until you get rid of all Henchmen!)
2) Skill Checks: roll appropriate dice
3) Anarchy Checks (which are arguably just Skill Checks)
4) Fighting Villains or Masterminds: roll dice based on how many cards you discard

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The problem is that the Defenders of the Realm system is simply too random and frankly it feels out-of-date.  If this game came out 10 or 20 years ago, Freedom Five would have had quite the “wow” factor.  But now, we have seen many games in the Pandemic with dice ilk that do the dice better!  Here’s four more recent games that improve the Pandemic with dice genre … two of them are actually Pandemic games!

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The dice: no bad outcomes! All good stuff!

1) World of Warcraft: A Pandemic System (see our review here).  This is Pandemic with dice, but the dice are much less random: essentially, all good outcomes!  See above! Some of the outcomes are just slightly better than others.  When you roll, you have a really really really good idea what you will get.  

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2) Star Wars: The Clone Wars (A Pandemic system) (see our review here).  The same idea happens here as in World of Warcraft, except the “dice” is one 12-sided die with essentially all good outcomes, again some are slightly better than others (sometimes the hero takes a damage).  See above.

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Exploding Dice!

3) Hour of Need with it’s exploding dice! (see our review here). See above! This is one of my favorite dice systems: even if you fail (explosions are successes, masks are failures), you still get a FOCUS token for every failure … which you can turn a failure into a success at a later date! This feels intuitively like you are “learning from your mistakes”! It also makes it so you can still succeed even if you roll poorly! Even if you roll poorly, those FOCUS tokens turn failures into successes!

Given that Hour of Need is a Superhero game, this dice system is perhaps the most relevant here, and we will discuss it more later.

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4) Tidal Blades 2: Rise of the Unfolders (see our review here):  The dice here are similar to World of Warcraft; they almost always succeed, but if you are clever and have flanking or enough FOCUS, you can do better!  Let me repeat that: If you are clever, you can do better!

These four newer games all improve on the basic dice formula; they don’t feel very random and there seems to be a predictable baseline of success which allows you to be smart. Freedom Force feels much more random as you can fail on every die when you roll. You have to roll above a threshold to succeed (just like Defenders of the Realm). You cannot have any sense of how successes you will get, as you have to roll “above” a number, …. but, if you roll all 1s … you are screwed! (Yes, yes, there are dice mitigation methods, but they are limited).

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My problem with so many things dependent upon these dice (and almost everything in the game is a dice check) is that Freedom Five is a game that makes me feel impotent and unlucky; I can’t tell you how many turns I had where I simply lost an entire turn (5 actions) when I couldn’t roll anything good!!  In fact, in some turns, I actually caused more problems: many of the Anarchy checks cause problems when you fail!   How is this fun?  You are supposed to be a Superhero and you can’t even take down one henchman?????

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There is an old mantra: “I’d Rather Be Lucky Than Smart” … and that mantra applies wholesale to Freedom Five.  It doesn’t matter how “smart” I play, if I roll poorly (which is easy), I will lose.  And that’s the fundamental problem I have with this game: I can’t be smart.  I can just try my best and hope I’m lucky.  Even worse, though, this is NOT a short game.  A game with this much randomness needs to be short, but the first few games I have played have lasted 3 hours?

I don’t feel like I want to play this again because it feels sooooooooooo random.    Right now this is a 4/10 for me. You heard me.   A Superhero game with great components:  a 4/10.

However, there is hope.  See below.

Other Problems

There are other problems I had with the game.  Given that I waited four years for this, I am still frustrated at some of the issues that came up: these issues also contributed to my 4/10.

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Bases: The bases of the miniatures should be the SAME COLOR as the type on the card!  And they are not!!! See above as Proletariat is BLUE type, but his base is purple?? Ermine is green and her base is not green!  Looking across the board, I’d like to be able to correlate the Villain to his relevant color!!  I don’t think the colors ever change for the Villains, so this is very frustrating visually.  This is especially hard after coming off of Tidal Blades 2: Rise of the Unfolders (see our review here) where the minis all had color-coded bases!

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Backs of Villain cards need to be better:  When you defeat a villain, you flip his card to show he’s been defeated!  But, you have NO IDEA what color he was???  Why do you care?  Because the BLUE henchmen (who Proletariat was) are easier to defeat and it’s good to have a visual reminder!  But the back of the card has NO INDICATION of what the color of the villain was!  (If it had a color-code base … see previous point … that would work).

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Hint: I ended up putting a colored meeple on the DEFEATED side so I could remember which Villain was which color.   See above. (And get rid of the BIO: replace it with instructions what do when you battle a defeated HENCHMEN).

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Back of rulebook: There are no player help cards, or Turn Summary cards.  It might have been nice if they put the turn summary on the back of the rulebook. Or symbols or anything useful to gameplay.

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Upgrades: When you get an “upgrade” to your deck, THE NEW CARDS AREN’T LABELLED WHERE THEY CAME FROM!!!  The “better Flight” card (left) is from envelope #1.  From now on, I take pictures of my upgrades so I know where they came from.  That way I can reset my game.

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Bystanders:  There are 42 bystanders.  Note the Best Friends #1.  You know how unlikely we are to get all 3 best friends?  More untethered randomness.

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And some bystanders cause penalties.  Whee. That was fun. In a game where I have so much randomness, it’s good to know some bystanders will cause issues. It’s maybe thematic, but it’s not fun.

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Binding:  This binding on the scenario books is UNFORGIVABLE.   You have to have the pages of the book open to see the rules, the end of turn actions, and it’s SO HARD TO KEEP OPEN without overfolding/destroying the binding.  See above.  We saw this WAAAAAY back when we reviewed The Forests of Admiron when we hated the binding on the rulebook.  I can’t keep the scenario book open (easily) to look up the rules.  This is unforgivable; the scenario book should have been a book that could lay flat.

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I ended up using one of the unused character boxes to hold it open.  That was a workaround: see above.

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Minis:  The minis are just … okay?  I got the prepainted minis … and they look a little soul-less?  See Legacy above.  

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Compare the minis to acrylic standees in another superhero game: Tokyo Sidekick (see our review here).  See above.

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I kind of think Acrylic Standees with Legacy’s art (see above) would have been so much cooler.

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No Solo Rules: I played my first three or so games solo, but there is no acknowledgement of solo rules anywhere in the rulebook!?  I think you can play solo with one character, but I don’t know. In fact, Legacy has cards that affect “other heroes” … so do they affect no one?  Himself only?  Does the solo game change slightly so that they affect himself?  I think the game is “probably” better with 2-handed solo (the solo player playing two characters), but I wanted ONE SENTENCE in the rulebook:

“You can play Freedom Five solo with one hero: the only change is that any hero card that affects other heroes will instead affect the solo hero.”    

I am genuinely surprised there are no solo rules.  The only acknowledgement of any solo mode was a 1-5 Players notation on the bottom of the box.

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And the bottom of the box is so hard to read!

Conclusion

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Several of my friends have asked me “Are you going to sell the game?  Or can you come up with some House Rules to save it?”  Firstly, I have only played this game solo.  It’s possible the game will get better with more people, as they can maybe (maybe) help mitigate some of the randomness I hate so much. 

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At first I thought: “This game was irreparably random; there’s no way I can fix it“.  But all my friends encouraged me to try to come up with some house rules.  Given that I spent $375 on all this, maybe it’s worth a little extra time.   And after recovering from my depression about this game, I actually think I have some ideas that might help.

Right now, Freedom Five is a 4/10.  But that’s only from solo plays.   Come back in a few weeks after I get some cooperative plays, and maybe I try some house rules.  Maybe then I can recommend it?

I hope so. I really really really want to like this game.  As it is right now, I don’t.

UPDATE: I sold it. I couldn’t bring myself to play it anymore, and there’s too much negativity when you propose house rules. Those of you who are interested, I wanted to use the Hour of Need dice system (current failures become future successes) for all dice rolls EXCEPT the four villain rolls! There is a lot of fun when you roll 14 dice to see if you can take out the final Villain! But the piddly dice rolls for Henchmen and stuff, that wasn’t fun; that’s what I think needed the Hour of Need dice system.

Wait, What Am I Unfolding Again? Review of Tidal Blades 2: Rise of the Unfolders

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Tidal Blades 2: Rise of the Unfolders is a cooperative campaign that was on Kickstarter back in April 2022. This was the follow on to the original Tidal Blades game (which is really more of a head-to-head skirmish game). I knew nothing about the original Tidal Blades when I backed this: only that the components looked really cool. I backed it because it looked like it had a cool solo and co-op campaign.

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I went all-in and got the base game (lower right), the stretch goals (upper), and the miniatures (lower left): See above.  This is the deluxe version with awesome miniatures!

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The most important thing to realize is that this is a standalone solo or cooperative campaign game!  I.e., you don’t need the previous game at all!!! 

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It’s a little confusing because the side of the box says “Part 2” (see above), but this is really just the next game in the same universe! Tidal Blades 2 continues with the ideas of the original Tidal Blades (which was NOT cooperative) but in a solo and cooperative game!

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So, in some sense, this is still a skirmish game, as players play cooperatively against monsters in the game.  Honestly, this game really gives me a Gloomhaven (see review of Jaws of The Lion here) or Batman: Gotham City Chronicles (solo or cooperative mode: see our review here) vibe! Players move around on a map in a book and fight monsters!  You’ll see what I mean more below.

Let’s take a closer look!

Unboxing the Miniatures

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As much as you really want to see what’s in the main box, I gotta show you the miniatures first.  They are fantastic!

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The minis are washed, they are tri-color,  and they have 2 sets of bases!  These are some of the nicest miniatures I have seen!

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The top part of the box comes with the monsters you fight: they are all notated on a sheet (and, eben better, are labelled where they are in the box!!!) at the top of the box.

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Wow!  The monsters are all bluish and really great! See above!  Let’s take a look at a few!

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These are pretty awesome!  Below the tray with the monsters are the Heroes and Boss Monsters!

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The Heroes are light brownish, and the monsters are very purple: see below.

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Let’s take a closer look at some Heroes (below):

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The Boss Monsters are very purple! See below.

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These miniatures are just awesome!

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The game also comes with plastic bases for the minis so you can tell them apart.  The normal bases denote the normal monsters, and the sparkly bases denote the “mutant” monster (like the Elite monsters in Gloomhaven).  The “mutants” are just the tougher version of the monsters!

We also have really nice plastic Fruit and shells (replacing the cardboard from the base game).

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See above as the colored hit point tracks match the colors of the base?  And the “sparkly” yellow one is the mutant!

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These bases really make it easier to tell monsters apart so you can track the hit points.

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Overall, the colors and bases are well-thought out and make each entity stand out on the table. See above with some monsters, characters, and a boss monster all in the same frame! 

These minis are just fantastic.

Rulebook

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The rulebook is quite good.  But it has two major flaws.

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The rulebook completely fails the Chair Test!  See above as it flops over both edges being almost unusable!  This rulebook made a fundamental error by being the same size as the box!

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Much like Batman: Gotham City Chronicles, the solution is to use TWO chairs, and have the spine of the rulebook sit in between!  See above as we can keep the rulebook open and useful!  I do like that the fonts are big!  And the rulebook is full of good pictures!  It is easy to see the rules on the chair next to me … once there are TWO chairs!

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The rulebook has a Table of Contents that make it easy to look stuff up! Nice!

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The components pages are great, with every component having a picture and being well-labelled!

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The set-up is nice (it’s over three pages), but some of the set-up is deferred to the campaign book. See above.

In general, I thought this rulebook was great.   There’s a nice glossary in the back (ya), but no index.  I’ll forgive the lack of index because the glossary and Table of Contents were great.

My other major complaint (besides the form factor) was that the combat wasn’t quite as well specified as I want.  We’ll discuss that below.

Otherwise, great rulebook!

Unboxing the Base Game 

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This base box (and the minis box) and both pretty big!  My friends lifted the main box and were surprised how heavy it was! What’s in this gargantuan box?

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See how tall the box is too (relative to a can of Coke)!

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If you want, you can use the Foreteller app to read the “plot” as you go: this is a campaign game where a story unfolds and you may want to get some professionals reading it aloud.  I didn’t get the Forteller narration … and it was just fine without it (but it does have the option: sold separately).

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There’s a LOT of stuff when you unbox (see above); we’ll go through the components as we discuss gameplay.

Gameplay

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Each player (1-4 players) chooses a Tidal Blade warrior to play. See the six options above and below.

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Each player gets a sheet with their character: see the six above and one (closer, below).

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Each character sheet is for recording stuff as your character levels up during the campaign. Tidal Blades 2: Rise of the Unfolders is campaign game! Characters will be leveling up; you will be making decisions about how to do that! This sheet will become incredibly marked up as you play…

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See above as Caiman has experienced a lot and marked up his character sheet!

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On the back of your character sheet are “tracks” where you will make choices about how you use experience points and other forms of up-levelling.   To be clear: each character is different! They have a different sheet with different cards and powers that can be activated!

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But, what really distinguishes the characters are the combat decks: see above!!!  Each player has a different Persistent Power (see above) when they start, as well as a different deck!!!  (Well, some cards are in common, but generally the decks are different!!)   These decks will be augmented, culled, and clogged as you play!  To be clear, Tidal Blades 2 is not a deck-building game per se (as that implies you are dynamically changing the deck as you play), it’s what we called a deck-advancement game.  We made this distinction back in our review of Adventure Tactics: See that review here for more discussion of the difference.    Suffice to say, your combat deck only changes/updates  at the end/beginning of each chapter of the campaign.

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What’s even cooler is that when you use of the cards during play, you activate either a row or a column on your board!  What this means, of course, is that you piggy-back on our previous turn! For example, if we just played Careful Strike to the board (top middle), we are allowed to activate ALL the actions in either the middle column or the top row!  Some actions give you shells (armor), some actions allow melee strike (swords), some actions give you resources (yellow/pink), some actions give you movement, and so one!

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As your character takes excessive damage throughout the game,  you can take WOUNDS (see bottom right) which clog your board!  Now, if activate the last row or column, you can’t use anything from that last space!

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This mechanism of playing a card to a row is central to the game!  What card you choose dictates your initiative (Stand Fast! gives me +1 initiative), your current turn, and what actions you might want to play on future turns!  And it’s really fun, because you feel like you have a lot of choices:

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1) Which card do I play?  It affects my current turn and initiative!
2) Where do I place my card?  It affects which “core” symbols I block!
3) Which row or column do I activate?  What previous cards do I want to leverage?
4) Do I want to finish a row with 3 cards?  I may clear it, but I get a very powerful one turn!
Each turn is just rife of choice!

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Each character also has spirit, focus, and some “shells” which can serve as armor or activate other abilities!  Armor in the game is handled by putting shells from your uncharged area into your blocking area!  So, if you want to play defensive for a round, you can choose the shells action! Yet another type of choice: defensive or offensive!

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Players move around a map of hexes, fighting creatures! (Sound familiar? Gloomhaven, I am looking at you…)  See above.

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The map books remind me a little of Gloomhaven: Jaws of the Lion, as you just set-up the board from a book of maps and go!  This map book was the key innovation in Gloomhaven: Jaws of the Lion. What’s cool, is that Tidal Blades 2 furthers that innovation!

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The storybook is the play area! Set-up is easy! Just turn to that page!

Players move around the map, but the stupid spiral binding gets in the way of the map in Jaws of the Lion!  See above.

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What Tidal Blades 2 does is very clever! Rather than just one map book, Tidal Blades 2 has two map books (actually 3), but each book is rotated so that the spiral bindings are on the outside!  Instead, the middles just touch and make a contiguous surface!  See above!  The middle of the board, where a lot of action is, in untainted by the spiral bindings!  It looks more like a contiguous surface!

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It’s really easy to set-up each chapter of the campaign!  Just turn the book to the proper pages!

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Combats are decided by dice: every SWORD you generate from your cards gives you a die! Red symbols are a straight-up hit, blue CAN be a hit if you have advantage (if your compatriots are flanking), and yellow focus CAN be a hit … if you spend a focus point!  And that decides how much damage you do!

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Monster combats are similar: all monsters perform the actions of their current card: see above as the mudcrabs move 2 (to the closest character) and then just do 2 straight damage! (This is modified a little by a damage die).

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There’s all sorts of monsters with all sorts of abilities! Some poison you! (See above)

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Each monster is tracked by a hit point track (see above) with the bases differentiating them.  The purple die (lower left) modifies every monster attack!

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There’s a lot more to this game, but that’s the “flavor” of the game!

Campaign

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Let’s be 100% clear: this is a campaign game!  It last about 18 chapters, and each game is about 2 to 2.5 hours (including set-up and tear-down: a lot of your time will be set-up and tear-down).

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Each chapter describes in great detail which maps you need, which monsters you fight, and what the set-up is!  See the first chapter above! (Minor spoilers above).

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There is a story unfolding (pun not intended) about the folds of time.  Each chapter begins with some text describing the story (picture blurred on purpose above).

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After a few chapters, there will be Interludes which give you a chance to level up.  To be clear, there is SOME levelling-up after most chapters, but the Interludes offer significant levelling-up!

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At these Interludes, Players choose where to go to “spend” their resources: the market? The floating gardens? It depends how you want to level-up your character. Cull cards? Add Items?  Add skills? Whatever you want!

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Although this is a campaign, the Stretch Goals pack (see above) comes with 5 one-shot scenarios.

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Since this is a campaign, and you have to mark up your sheet, I went ahead and made a copy of all the character sheets so I don’t have to sully the originals.  There are enough sheets in there that you “probably” don’t have to do this, but I prefer not to mark up the originals if possible.

Solo Play

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So, Tidal Blades 2: Rise of the Unfolders has two solo modes! (Congratulations for following Saunders’ Law!)  The simpler of the two solo modes is to just play two-handed: choose two characters and operate them as-if it were a 2-Player game.  This is the route I chose. And so should you!!

If you REALLY REALLY REALLY want a solo mode where you only play 1 character (but then still kinda have to operate some other pets/creatures anyways) with complicated exceptions, there is a second solo mode.  I usually eschew complicated solo modes because the exceptional rules are always SO HARD to keep track of!  Play two-handed: you’ll thank me for embracing the simpler mode … the simpler two-handed solo mode has NO exceptions to rules; you just play the game they way it was meant to be played.

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At the time of this writing, I am eight chapters into the campaign!  I have seen boss battles, several maps, several different ideas (jumping, running water, flying, etc), and some really great miniatures!    Every new chapter introduces new monsters and new ideas and keeps the game fresh!

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Playing two characters is juuuust about the right level of complexity.  Sometimes it’s a little overwhelming, since each character has their own deck with their own unique cards, but since the system is well-described and well-notated (seriously! The icons are VERY intuitive), it doesn’t make it too hard to context switch back and forth between the characters.

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One drawback is that there is a lot of maintenance for the solo player: set-up, run character 1, run character 2, operate the initiative track, operate the villains, lather-rinse-repeat, tear-down. This is really where the vibe felt like Batman: Gotham City Chronicles: there’s just a lot of work to keep the game going!  But, it’s kinda fun!  Everything is so bright and well-notated! The monsters are well-tracked (with the bases and colored hit point tracks), and the rules are pretty solid (so there’s not much second guessing, modulo one issue).

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I really like this solo mode: I hope to finish this campaign at some point during the year.  I am currently playing two campaigns: my solo campaign with 2 characters and a cooperative campaign with the other 4 characters (with my friends).

I fully expect this to make my Top 10 Solo Games of 2024: it’s that good!  There are just so many good choices!  Where do I go? What cards do I play?  How do I level-up my character? The choices keep me involved the whole time, even if there is quite a bit of maintenance per turn.

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The solo game took longer to play than perhaps it should: the box says 60-90 minutes but I frequently was at 2 hours; I also tend to like a little analysis paralysis when I play by myself.  There’s no one around, so I can try lots of things without fear of wasting someone else’s time.

Cooperative Play

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The cooperative experience is just in its infancy as we are only two games in, but my friends still keep wanting to play it!  “Let’s keep playing it!”  They really like it!

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Every player has agency on their turn; the game is just too complicated for an Alpha Player to come in and ruin a player’s experience … there are just too many choices for a single player: the Alpha Player will be too busy figuring out his own turn!! At the same time, there’s plenty of cooperation and players plan when to flank (see below), which enemies to engage, which actions to take, when to defend vs. attack!   This has a good blend of agency and cooperation.

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One of the things we DIDN’T like about the cooperative game Endeavor Deep Sea (from two weeks ago: see review here) was that the game didn’t “really” have any mechanisms for helping each other too much; players had a lot of multiplayer solitaire going on in Endeavor Deep Sea.  That’s not the case here!  Even you though you can choose to play multiplayer solitaire, you can also do quite a few things to directly help your compatriots!  You can spend shells to allow your friends to re-roll dice (if they run out of re-rolls)!  You can set-up flanking opportunities! You can use skills that help everyone within 2 spaces!  There’s a number of mechanisms where the sole purpose is to help your compatriots!  And that does increase the level of cooperation!  Even choosing the initiative order can be an act of cooperation!  And THANK GOODNESS there are no Communications Limitations in this game!  Just last week, we saw how the Communications Limitations ruined that cooperative game!  Luckily, you can talk all you want and work together in Tidal Blades 2!!

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The only real negative for the game is that sometimes it can take a while to get back around to your turn (as there is no simultaneous play): players must play in initiative order.  Like any game with lots o choices, sometimes a little Analysis Paralysis can slip in and slow down the game.  It’s still not too bad, because you can always be talking with your friends or figuring your own turn out while waiting for others.

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It’s easier to overlap turns in a cooperative game (like Tidal Blades 2) because you can ask your friends to leave the board “in a certain state” so you can preplan your turn!  In a competitive game, you always have to wait until the previous turns are over to re-assess the board every turn!  With a little cooperation, there can be much more overlap!  And we saw some of that overlap here in Tidal Blades 2!  It’s a minor point, but that overlap can make cooperative games (without simultaneous actions) move a little faster.

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Overall, this game was a lot of fun cooperatively.   It’s a good blend of agency and cooperation, and there are many ways players can help each other.  It’s fun to talk and plan with your friends!

Flanking and Advantage

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So, this is, at its core, a miniatures fighting game!  Which means you have rules for flanking and advantage!  If you flank  (players surround an enemy adjacently from opposite sides), you can get advantage (which allows you to turn the blue wave symbols on dice into hits)!  This is very cool, because it is a mechanism that encourages the players to cooperate and coordinate their attacks!  The best results come if you cooperate, flank an enemy and maybe get 50% more hits because you can gain advantage!

If you saw “Flanking and Advantage” and thought “What is this … 5th Edition Dungeons and Dragons?”  You are not the only one who thought that!!!  But, these ideas in this game really do help improve the cooperation: they encourage an easy way to increase the odds of hits! 

What I Liked

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The minis!  You can get the game and just use cardboard standees, but I would strongly recommend getting the miniatures! See above!! They are so well done, with the different bases, the beautiful sculpts, the different colors to highlight the different types!  I feel like they really made the game feel more thematic.  The minis add to the cost of the game (as you buy them separately), but I think in this case, they were worth it.

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Combat Mechanism! The combat mechanism of choosing a card, then choosing where to put it, then choosing a row or column to activate is so cool!   Your choices affect your current turn as well as future turns!! This mechanism is at the core of the game, and it makes you feel like you have choices at all times!

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Well-done Monsters! The monsters are pretty easy to run (modulo one problem, see below)!  The cards clearly specify what to do, the bases clearly denote which monster is which, and it’s pretty quick to set-up a game!  Heck, I spent more time putting plastic bases on monster minis than I did setting up the cards!  It really is easy and quick to SET-UP and RUN the monsters!

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Not too much Randomness!  I was very worried that there would be too much randomness with dice deciding combat … but here’s the thing, there’s not that much randomness!  There is usually at least one hit per die and sometimes your focus shows (which means you may have to spend focus if you want extra hits).  See the dice above! If you roll XXX dice, you will probably get about XXX hits!  If you have extra focus to spend, or some special abilities, or flanking (see below), you may need much better!  It’s like having a baseline of hits, and you choose (by having focus, or flanking) if you need to do better!  I really like this system!   I usually dislike the randomness of dice, but how it’s done here works for me!

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Easy-to-Read! The components are well-labelled, bright, and have very easy-to-discern icons!  This game is very intuitive and easy to read!

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The Components!  The components (even if you don’t get the miniatures ) are fantastic!!  The dual-book system solves the spiral middle problem, the cards are linen finished, the dice are clear and beautiful, and the cardboard components are well-done … just overall the components are a joy!

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Cooperation and Agency!  The game has many many ways to encourage cooperation, but still allow each character to have their own agency.   The card choice mechanism is very intense and full of choice; players are allowed to coordinate if they like (there are no silly communication limits)!!  Players must decide who goes after what!   Players must decide if it makes sense to flank!  But, you can’t really Alpha Player the game because each deck is so different, and frankly, each character is so involved (in a good way) to run!  Players will have intense agency on their turn to operate their character, while still having to work together to come up with a plan!  And that flanking mechanism I think really encourages finer cooperation: it’s so good to gain advantage, you just need to!

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Loot 2.0!  In some ways, Tidal Blades 2 feels like it should be called Gloomhaven 2.0.   One of the things we house ruled in Gloomhaven was the Loot Rule (see discussion here: Top Seven House Rule for Cooperative Games).  Basically, stopping to pick up  loot  takes you out of the flow as you have to stop and use actual resources to do that.  The nice thing in Tidal Blades 2 is that you can a free action every turn to “interact” with one item!  So, maybe you can’t pick up three pieces of fruit or five rewards, but you can move by something and pick it up without needing to spend one of your precious actions.  Granted, you may still have to spend movement, but usually a reward (when you kill an enemy) comes out right next to you, and you just pick it up!  We enjoyed this free interaction SO MUCH more than Loot in Gloomhaven!

What I Didn’t Like

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Wait, What Am I Unfolding?  I love story in my games (it’s why I like Astro Knights: Eternity better than the original … it has a compelling story!!), but the story and the writing here feels … forced and a little turgid.   And I like story!   But it felt like Tidal Blades 2 were trying to hard to have their own “surfer-techno” lingo, and it just didn’t work for me.   I tended to just skim over the exposition and head straight into the scenarios.

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Enemy Movement:  As easy as the monsters are to set-up and operate, the AI for the monsters movement is a little weak.  There’s some nonsense about “clockwise heading north” in the case of ties, but the description in the text and the picture don’t match (for me anyways).   In the end, the final rule for specifying things is done using “Fastest Initiative”: the character with the fastest initiative is the tie-breaker … that tended to be my goto rule!  Many times, that was the tie-breaker (when it was really unclear) for us because it just make things easier.  Otherwise, the enemy movement phase becomes an overwrought “look at all possibilities”, which isn’t fun.  Gloomhaven did a better job at specifying the enemy AI, but at the cost of more rules.

The AI basically works, but if you focus too much on it, the game can become overwrought.  I worry that zealots for rules will make playing this less fun as you spend the entire game getting the AI rules “just right”.  And that’s fine if that’s what you want, but I think most people won’t love that.  Just play the game; it’s good!

Bases didn’t Work? Some of the mutant bases didn’t quite work: the miniature just kind of “slipped” out the base: see the video above.  It wasn’t all the mutant bases, and most of them worked, but it was weird that some of them didn’t work!

Reactions

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Rich: This is probably a Top Ten Game of the year, both solo and cooperatively! I am keeping my solo campaign alive as I still venture cooperatively with my friends!  There is just so much to like!  This feels like the next evolution of Gloomhaven!  This is a 9.5/10 for me. I just wish the AI was better and the story was better: that’s what keeps it from a 10/10.
Sara: I really liked it! Let’s keep on playing it!  It’s probably a 7 for me!
Andrew: Ya! Let’s keep playing it! A 6.5 or 7 for me!
Teresa: I loved the minis and how the game worked, 7 or 8 for me! It was like a better Gloomhaven, and not nearly as dark!

Conclusion

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Tidal Blades 2: Rise of the Unfolders is a fantastic game!  I still am not quite sure what we are unfolding (I think we are unfolding space and time), but there are so many things to love in this campaign miniatures skirmish game!   The components are first-class, the miniatures are stellar, the cards are easy-to-read and intuitive, the combat system has so many great choices, the leveling up is fun, and the campaign is really interesting! In some ways, Tidal Blades 2 is the next evolution of Gloomhaven as Tidal Blades 2  evolves the map book ideas, the Loot rules, and the combat with the row/column mechanism!

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The card “activate column/row” mechanism works so well, that I think it elevates the game significantly.  It’s such a unique mechanism and makes the player feel like they can do so much! I expect to see this mechanism in upcoming games because it just works so well.

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This is a 9.5/10 for me, with my group rating in highly with 7s and 8s as well. This will make our Top 10 Solo Games of 2024 and the Top 10 Cooperative Games of 2024!  

A Review of Valroc and The Cooperative Expansion: The Legend of Aquiny

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I wasn’t sure if I wanted to pick up Valroc.  It was on Kickstarter again in September 2022: see here.  This second Kickstarter offered the base game and a cooperative expansion called Valroc: The Legend of Aquiny

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The base game is a fully competitive drafting and worker placement game (with a solo mode).  See back of the base game above.

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The expansion (The Legend of Aquiny) promises a fully cooperative mode with lots of envelopes to open!  Ooooh fun! See above.

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The Valroc Kickstarter promised delivery in September 2023, but it ended up delivering in April 2024 sometime. See above.  For a Kickstarter, 6 months late isn’t bad.

Let’s take a look at this game!

Unboxing The Base Game

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The base game is a fairly normal sized box: see Coke can above for perspective.

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The game comes with a nice board: this board is for the worker placement part of the game.

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There’s a lot of buying of things and acquiring of money: I ended up getting the metal coins (called Vals) which are quite nice.  The money is used to help you stuff in your worker placement phase.

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This game is all about buying of the creatures in the game: see a bunch above (You have to get 6 to invoke the competitive endgame).   The right hand side of the card are all the resource prerequisites needed to acquire the creature.

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There’s a lot of colored cubes and meeples: 4 colors for the 4 different players.

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There’s a bunch of multi-use Action cards: see above. These same cards are used for digging, offerings, and training.  The section of the card you use depends on the activity; the cards are nice enough. 

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The components are all quite nice and consistent.  Probably my favorites pieces in the game are the dual-layer player boards: see above.

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In general, I think these guys did a great job with the production.  I thought the game looked really nice! See above!

Rulebook for Base Game

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The rule book was okay.

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It’s a little too big of The Chair Test (maybe a C+), but I can still read it.  At least it stays open and the font is readable. There’s a lot of white space: this could have easily been a smaller form factor to fit better on the chair next to me.

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I was grumpy that there was no correlating pictures with the list of components.  The rulebook can “sorta” get away with that because there’s not too many components in the game.  I think, since this is a dual-language game (I think French and English), everything is labelled with abstract symbols, which was a little frustrating until you got used to it.

The set-up was decent, although they interspersed NUMBERS and LETTERS???  Each step should have been marked with one or the other: I found this unintuitive.  A couple of steps had multiple things exposed, which is why mixed NUMBERS for the steps and LETTERS for the items, but I felt like this would have been better served by having JUST numbers.  I think there were trying to do double duty and have the components list and set-up on only one pages.   I would have rather had the first 2 pages (which had ONLY a picture and some flavor test) list the components and then had the set-up steps be NUMBERS and labelled with NUMBERS.

Regardless, I was able to figure out what was going on.

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I was also grumpy because the rules specify special set-up for 2 and 3 players .. what about the solo game?  Nope, you gotta wait for that … (so I can’t set-up the solo game just yet?)

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There’s a very very nice list of creature cards to se for your first game.  

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The rules were okay.  It’s very clear this game was originally a competitive game and the solo and cooperative modes were grafted on: Everything about this rulebook puts the competitive mode first and foremost. 

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Later in the rulebook (why aren’t the pages numbered?) they finally have rules for the solo mode.  So, they are in there, but only after elaborating the competitive game.

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There’s some nice explanations of symbols: see above.

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The back cover has something called the Archmages path … which is really only useful to the solo player (see solo discussion in a later section below).

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There is no index and this game really needs one!  Boo!  But there is a further elaboration of many of the cards later in the rulebook.

The rulebook was probably best for the competitive mode: first and foremost, this is a competitive game.    The lack of an index really hurt this game, because I was frequently trying to look up rules in the game, and I struggled to find things.  

The rulebook taught the game decently: I was able to learn the game from the rulebook.

Gameplay

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Each player takes the role of a mage in the game. There’s no different deck or asymmetric powers: the mage color is used only to disambiguate players.

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Each player starts the game with 3 worker placement tokens: left-to-right above: the assistant (tiny one), Wizard (hat), and Mercenary (nun hat?).   Each wizard also has resources: Fire, Water, Earth, and Air.   The mage himself slowly grows his resources in the game so he can acquire the creatures.

There’s also some MP (magic points in blue) that are used for many operations in the game.

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Money is also an important resource the game: each player starts with 3 Vals.  

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After you choose your Mage, you set-up for getting Creatures to acquire.  If you playing competitive, you draft (7 Wonders style) the creatures.  If you are playing solo or cooperative, you set-up a “river” of creatures (see above).

Either way, these represent the creature you can acquire: the resource prerequisites are on the right side of the creature cards.

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The rest of the game is Worker Placement!  Players place their workers at one of the 8 spaces on the board (see above).  Some spaces can ONLY be used by the Wizard, some spaces can only be used by NOT the Wizard!  If you make an offering, you can also get the Monk worker for one round.

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The players continue to play until they get to the endgame!   The solo, cooperative, and competitive games all have different ending conditions.  

But at its core, this is a worker placement game. Players manage money, MP, resources, creatures, their workers, and try to make the best tradeoffs they can.

Solo Game

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Valroc does have a solo mode (thank you for following Saunders’ Law)!  My first play of a new games is almost always a solo game, as I have to learn the game to teach my friends!

Unfortunately, the solo mode seems to be less well-described in the rulebook. 

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The pages describing the solo mode are full of text with almost no pictures (see above). I really struggled to get the solo mode going, especially the Offering phase.  There’s a LOT of rules changes for the solo mode, and I don’t think two pages was quite enough to cover everything.  Or at least, the solo rules needed some more elaborations.

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I was able to get through a solo game to see how everything worked.

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Instead of a drafting phase, creatures can only be acquired from the River (see above) … there is no drafting in the solo mode.

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At it’s core the solo mode is basically the 2-Player mode, with a solo deck of cards controlling the second (opposing) player.  See above: the solo card tells you where to place the “opposing” players worker pawns. It’s basically an automata placing pawns to simulate “blocking” you.

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The solo mode did work: I was able to play a learning game to get most of the concepts in the game so I could teach my friends.

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I had three major problems with the solo mode.

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One, it’s not quite the same as the competitive mode.  What do I mean by that?  For my purposes, I learn the solo game to play that game with my friends. The more”different” the solo mode is from the base game, the less useful it is for me.  The solo mode, although it introduced a lot of ideas of Valroc, was different enough in rules to be frustrating.  A bunch of rules had to change to play solo, so it was harder to switch gears that to the base game.

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Two, the solo mode was exhausting: see above as it takes over the table!!  The solo player has to do everything, including playing the second opposing player! And the rules for the second opposing player are different than your rules.  So, I frequently had to stop and discern “What does it mean when the opposing player goes there versus when I go there?” I found the solo mode to be a lot of upkeep work, as I placed my workers, the opposing players workers, all the while trying to lookup rules differences.

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Third, the solo mode “win” condition is not very satisfying … it is not a win condition but a CAMPAIGN win condition?   You have to play 8 to 10 FULL GAMES and try to get as many checks on the Archmages path (the chart on the back of the rulebook: see above).  At first, I thought that was a misprint!  Surely, they can’t mean you need to play 8 to 10 FULL GAMES to “win”?  In other words, you can’t just play a single solo game for fun to see if you win … a win is described ONLY as a result of a 8 to 10 game campaign!!!  If there was a more meaningful “single solo play” win condition, I might like the solo game more, but I don’t want to feel like I am tethered to a 8 to 10 FULL GAME CAMPAIGN to enjoy this!   

I liked the solo mode well enough, and it taught me most of the game basics, but as an entry point into the Valroc universe, it could have been significantly better.

Competitive Mode

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At its core, I think Valroc is best as a competitive Worker Placement game.  The rulebook puts the Victory point/Worker Placement game first … because I suspect that’s how it was developed.

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The core drafting phase is kind of fun: this sort of reminds of many competitive games like Res Arcana or Seasons where players draft at the start of the game to get the initial game going.

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The competitive game isn’t too cut-throat: it tends to be more multi-player solo, where each player does his own thing (unless we get in each others way).  There were a few take-that cards and mechanisms in the game (mostly in the Dark Magic area, and the University area with the Lessons cards), but they only came out occasionally.  I would probably consider taking the take-that cards out of the game: none of my groups particularly like that aspect.

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The funnest part of this game is trying to balance all your resources (Vals, Fire/Earth/Water/Air, Magic Points, Creatures) to maximize your victory points at the end of the game. How do you place your workers to get the best results for yourself while steering your opponent(s) away? 

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I feel like this game is best for people who like Seven Wonders and Lords of Waterdeep: the drafting is fun to set-up the game, and the worker placement is fairly straight-forward like Lords of Waterdeep.

Sam texted me after we played through the competitive game: He said something like:

Valroc reminds me a lot of Res Arcana.  The drafting in the beginning, the resources, and such make me feel that people who like Res Arcana might like this game”.

The Legends of Aquiny Unboxing

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The cooperative mode was the reason I picked up this Kickstarter. It’s a full box with a “whole new game mode” for playing Valroc cooperatively!

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This is obviously a campaign cooperative mode.  Look at all those cool envelopes!  My group and I were excited for this … we were looking forward to opening the envelopes!  What do we get??

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The Adventure book (above) outlines the campaign and the rulebook (below) describes the changes.

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Basically, this is a campaign over 10 Chapters … see above.

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We look forward to these envelopes!

Cooperative Play

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We were all excited for the cooperative play!  The cooperative play appeared to be a real full expansion!   Remember when we got a cooperative expansion for Thunderstone Quest!? It was its own thing!

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Unfortunately, the cooperative game didn’t go well.  My friends did not enjoy this at all.

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First of all, my friends hated the Limited Communication.  You can only communicate in the Communications phases (see rules above).  You could be standing next to each other in the Arena or any place on the board, but you still can’t talk!   I might take a creature from the river that my friend wanted and he couldn’t say anything!

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There’s the notion of a Communication token (which you can use ONCE per game), but even that didn’t feel like enough communication.

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It just felt like we took our turns in silence as we played.  We even “narrated” our turns just to break the silence.  

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We also didn’t like how slow the upgrade path was.  Remember those cool envelopes?  Finishing a chapter in the campaign made it so we could open an envelope! COOL!  … but only one player could upgrade??? And you were told which character!!!   So, the next chapter would have one character being stronger … and no one else would be …  It wasn’t fun for the rest of the players.  I looked at a few more envelopes … it was more of the the same.  We all said the same thing: Lame.  We ALL want to upgraded every adventure!!

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The cooperative rules were okay.  They worked.  

Me and my friends didn’t like the cooperative rules.  The cooperative rules felt grafted on: they didn’t seem to enough of the fundamental change needed to make Valroc feel cooperative. 

Communications Limitations

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Recall that we just ended up “ignoring” a lot of the communication limitations in Hacktivity  weeks ago … because it didn’t seem like a big deal.  Hacktivity is a lighter game, and having real communication made the game more fun!!   Here in Legends of Aquiny … it felt like breaking this limitation would break the game.  I don’t know, we did NOT like this limitation.  Our turns were couched in silence.

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A lot of time, Communications Limitations feel like a “crutch” designers use:

“You can make a game cooperative by just adding Communications Limitations!!  Just play the game cooperatively but you can’t talk!” 

The typical justification is that, by limiting communications in cooperative games:

 1. You can get rid of the Alpha Player: the Alpha Player can’t tell you what to do if he can’t talk!

2. You can avoid analysis paralysis: If you can’t talk, you can’t talk with each other to over-analyze

3. You can shorten the game: the game is quicker if you can’t talk!

Here’s the thing: I want to talk to my friends!  If it means I am enjoying the game by discussing things with my friends, I am okay with that.  If my friends want to find a better and optimal path, sure, let’s over-analyze  a little!  At least I am engaged and talking with my friends as opposed to sitting in silence as we play!

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One of my friends (I forget who) made this brilliant observation:

Limited Communication may actually cause analysis paralysis as you try to guess and figure what each other player might do! If they can tell you what they can do, that gets rid of the extra analysis!”

I think they are onto something: Limited Communication can cause the same Analysis Paralysis they are trying to get rid of!

In the end, my friends and I prefer cooperative games without Limited Communication.  Limited Communication is just less fun.

Conclusion

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Valroc seems best as a competitive worker placement game for 2-4 players: it feels as that as how it was first designed and how it plays best.  If you like Res Arcana, Seven Wonders, or Lords of Waterdeep, this might be a good game for you. This is probably a 6.5/10 or 7/10.

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The solo mode is okay and works, but there’s too much upkeep per turn, the win condition is not satisfying (it requires a 8 to 10 game campaign), and the rules seem less well-described in the rulebook.  The solo mode is probably a 5.5/10.  With a few tweaks (give me better descriptions in the rulebook and a more satisfying single game win), this could get a better score: I would welcome a second edition for the solo mode.  The rulebook does teach most of the principles of the game if you want to try it solo.

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If you, like me, you picked up Valroc (and the expansion) for the cooperative game, I think you will be deeply unsatisfied.  Legends of Aquiny feels very much like a grafted-on cooperative mode: the limited communication feels stifling and the upgrade path in the envelopes is too slow.  I can’t recommend the cooperative game.  It worked as a game, but it wasn’t fun.  My group would probably give it a 4/10 overall: they did not have fun and they did not want to continue playing.  

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Valroc seems best as the base game: a competitive worker placement game.