
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.

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

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

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

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

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

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.

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.

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

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.




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

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

The rule book was okay.

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.

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.

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?)

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

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.


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.

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

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).

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

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.

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.

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

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.

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.

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

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.

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.

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

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

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.

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.

I had three major problems with the solo mode.

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.

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.

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

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.

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.

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.

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?

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

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!

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??

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

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

We look forward to these envelopes!
Cooperative Play

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!

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

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!

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

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

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!!

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

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.

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!

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

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.

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.

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.

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




















































































































































































































































































































































































































































