Shadow of the Colossus Lives Again (in Board Game Form)! A Review of Leviathan Wilds

Leviathan Wilds was on Kickstarter first in July 2022, but then they pulled it down and re-tooled it: they were on again on May 2023 (see Kickstarter link here) and ended funding at a pretty good level at about $208K. This cooperative boss-battler game was on my Top 10 Anticipated Cooperative Games of 2024 and finally delivered to me in early May 2024 (about 2 weeks ago).

This game has a very interesting theme: it’s basically the old PS2 game Shadow Of The Colossus!

The board game plays 1-4 players, but the original PS2 game was a solo game! In the original PS2 game, players have to take down very large creatures by climbing their huge bodies and attacking certain points, all the while with the Colossus attacking them! It’s a very interesting theme!

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In this board game (see sample above), you fight one of 17 Leviathans (you can’t call them Colossus … you wanna get sued?) and win if you can free the Leviathan of its constraints! Leviathan Wilds has a friendlier theme than the original Shadows Of the Colossus: rather than attacking the Leviathan, you are healing the Leviathan by taking out the Binding Crystals. So, when you and your friends cooperatively win … you have freed the Leviathan, rather than killing it!

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Let’s take a look!

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Unboxing and Gameplay

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Players choose a Leviathan to help from the Book of Leviathans

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Each Leviathan is a massive 2-page spread from the book! Sage, above, is the suggested first Leviathan to help.

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Each Leviathan has its own small deck of Threat cards (5) and some story cards.  See the Introduction above.

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The 5 Threat Cards (just below the Leviathan) control what the Leviathan does at the end of the turn(s).   

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Some Threat Cards attack the current player with an area of effect!  

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See above as the area of effect above on the Threat Card (it’s just the orthogonally adjacent to the original site).  If your climber can get out of the area by the time your activation is complete, you can avoid the attack completely!

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At the end of 5 turns, the Threat deck is reshuffled and comes out again.  To escalate the game’s difficulty, each Threat Card has two rotations:  blue and purple, with the blue rotation being the “harder” challenge!  See above!! As the game progresses, more and more of the blue sides are revealed, making the game harder!  

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To win, players cooperatively must take out all the Binding Crystals (represented by dice) at various points around the Leviathan.   See one such Binding Crystal above.  You spend Action Points (or cards) to reduce the value of the die, until it is zero, at which point you remove it!

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There are quite a number of Binding Crystals set-up at the start of the game (purple and blue: purple Binding Points are straight-forward, blue Binding Points have side-effects). See above.

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Each player takes control of one of eight Climbers! These Climbers climb (duh) the Leviathan to take out the Binding Crystals! See the eight different Climbers above and below.

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Each climber has a personality and special unique ability: see above.  Each climber also has a small hand of cards.

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Climbers then choose a Class (one of eight) to play:  See above.  Each class also adds a number of cards to your deck.

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Combined together, the Climber and Class form your personality and your deck! See above as Kestrel the Breaker takes form and becomes a character in the game!

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The deck is what powers your character!  You have three multi-use cards (in hand) every turn that you can use for Actions Points or their Special Abilities!  See above and below.

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Players have a certain number of Action Points per turn, depending on which card they play to start their turn.  Like we said, the cards are all multi-use cards: you can either play them to get Action Points (upper left corner), or as-is to get its effect (bottom of the card).  

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There are basic Actions (see above for a list of actions on your character board) that each cost a number of Action Points.  Some Climbers (like Kestrel) have special Actions only they can perform with their Action Points.

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Every turn, a Threat card comes out, specifying what the Leviathan does.  You may/will take that effect after you activate … sometimes you can avoid the effect completely if you play smartly (by either blocking or moving out of the way).  The player takes his full activation and DOES STUFF: moving around, playing cards, and trying to take out the Binding Points.  Threat cards take effect after the activation, and play moves to the next Climber.  

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Repeat until players take out all Binding Crystals or lose (by dying)!  See above for a winning game with two Climbers!

Cool Things

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The number of cards in your deck represents your grip: if your deck (left) is ever empty, you immediately fall until you hit a platform!  This deck sort of reminds of Gloomhaven, but rather than the deck being your hit points, the deck represents how “well” you are holding on!  It’s a cool ballet in the game, knowing when to rest (to recoup your grip) and when to push ahead (to get stuff done).

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The multi-use cards are quite clever: you HAVE to choose a card to play for its Action Points at the start of your turn, but that means you can’t use the special ability on it!  It’s a very clever way to make players really think about what they want to do with the cards they have!

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The components are pretty top notch in this game.  

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There’s a lot of variety in this game: there are 64 combinations of Climber/Class, each with their own unique deck!  There’s also 17 Leviathans, each with a very different Threat Deck!   Some of the fun in this game is exploring the best combos for the different Leviathans!  I expect to lose many games as I learn some of the later Leviathans … but with loss comes knowledge on how to win!

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It’s also clever that the Threats don’t take effect until AFTER you have activated your turn: this sort of represents the interplay in a Video Game! You see what the Leviathan is about to do, and you can react! Sometimes you can mitigate the effect and sometimes you can’t, but it’s a clever way to that Video Game interplay.

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One other multi-use card thing that’s cool is some cards that you play as Action Points have a “blocking” icon underneath the Action Points!  If you play Hidden Paths above for 4 Actions Points, that also means you can’t lose any “grip” (cards from your deck) during your activation!

So that means you can using the cards for Action Points as well as possible blocking!  That makes the choices even more delicious!   The multi-use cards are just fantastic in this game.

Solo Play: Two Modes

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So, Congratulations on offering an official solo mode!  (Thank you for following Saunders’ Law!)  The official solo mode has the solo player operate two characters with a combined deck.

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The Solo Play is described on page 11 of the rulebook (see above).  

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The solo player chooses two Climber and one Class deck, and  then combines them to form “the solo deck”: both characters use this same deck for their play.  Play alternates between the two Climbers, using that same deck for both characters.  The idea, I think, is to reduce management overhead by only having one deck.

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This is the official solo mode (above).  It is fine. I played and was able to win with the second Leviathan.

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However, I think the better solo mode is simply to take complete control of two Climbers, each with their own deck!  (Like above)! I like the “solo player takes control of two Climbers with separate decks” rule better than the official solo mode.  Why?

  1. The official solo mode has “exceptional” rules you have to remember (only get 7 cards when you rest, both chars fall when the grip runs out, etc).
  2. The solo player with two characters with separate decks is more like the cooperative game; I have to teach my friends this game, so I’d rather just learn the cooperative game as it is!

Basically, the official solo mode has exceptions to the base rules which I have to remember.  I’d much rather just play the game in “normal” mode without any exceptions: it makes it that much easier to teach!

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Both solo modes are very fine and very fun and very playable.  The official solo mode has less management and takes up less space (see above).  The unofficial solo mode with two Climbers and two decks requires operating more cards and takes up more space, but it feels more like the normal game (see below). I personally prefer the latter: play as if it were a 2-Player game, just alternating between the characters.  Decide for yourself! They both work!

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Cooperative Mode

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Cooperative mode works great!  Sara had a chance to watch a rules playthrough earlier, so we were able to jump right in!

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We tended to mostly play our own characters, with a little bit of coordination about which Binding Crystals to go after.   I think each player felt very different: my Climber/Class had a lot of blocking power, and Sara’s never saw a single blocking card!

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Sara also reminded of a rule that tends to evoke more cooperation … you can throw Mushrooms to each other!  The maps have some Mushrooms (see above) scattered about!  And Mushrooms all do good things! You can throw a mushroom to help your compatriot … if you are close enough!  

Generally, this game went over very well ! The theme really impressed by friends, they loved the art, and they loved the quick 60-minute game!

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I think the amount of cooperation depends a little on the Climber/Class pairs you choose. The “Saavy” Climber (see above) tends to be very useful at helping everyone in the game at some point, so playing “Saavy” will elicit more cooperation! “Fix” (above), on the other hand, is just focused on “Hit It Harder”, so he will tend to just do his own thing.

The amount of cooperation will depend on a lot of things: the Climbers, the Classes, the Mushrooms, and the topology of the Leviathan! The game may feel multi-player solitaire in some games, and incredibly cooperative in other games!

Conclusion

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Leviathan Wilds was, luckily, a good game! I was a little nervous about it, because frankly I hadn’t heard too much about it from any other source.  But I think this game is great! It has some really unique ideas that make it feel almost like a video game: deferring Threat activation until after the player finishes, player cards that can be played instantly, multi-use cards, Threat Cards that rotate to get harder (levelling up!), and a Leviathan topology to maneuver!  

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I am a big fan of this game: the official solo mode works well enough (although I prefer the unofficial solo mode), but the cooperative mode works even better.  There’s not too many rules, the game is a short 60 minutes, and yet it feels like this is a deep game with lots of replayability!  The Climber/Class combination system works great for keeping the game interesting! The 17 Leviathans give the players lost of creatures to help!

This is a fun, fun game.  Right now it sits at an 8.5/10 for me, but this could easily go up to a 9 or 9.5. This totally deserved to be on my Top 10 Anticipated Cooperative Games of 2024! It’s a blast!

A Review of Robinson Crusoe Collector’s Edition: from the Perspective of the First Edition

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Can you say a game is one of your favorite games of all time if you haven’t played it in five years?

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Is it even worse if you have all the expansions and have never even opened them? See the shrink wrap still on my expansions above and below!

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Although some might answer differently, I am going to answer with a resounding .. YES! Robinson Crusoe can still be one of my favorite games of all time even though I have all these unopened expansions and I haven’t played it in a while!  It reminds me of a favorite musical album I haven’t heard in years: when I hear it again, it just evokes all the feelings of joy and happiness … even if I haven’t heard it in a while. I still love it!   When I play Robinson Crusoe after five years, I still love it!

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Robinson Crusoe Collector’s Edition was on Gamefound a VERY LONG TIME AGO …  and it finally delivered to me in February 2024.   I backed the campaign on March 24, 2021, so it took three years for this to deliver!!!  I know a lot of people who were very very upset with Ignacy (the designer and publisher) over this lateness.   I guess I wasn’t as upset as others, but I also had to wait five years for Sentinels of Earth Prime to deliver, so three years feels like a breeze!

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This is a deluxe version/expansion for the game.  If you have the original first edition game (which I do), this is just an deluxified expansion for the game.  Now, the Gamefound claims that this expansion works with the first edition of the game (which I have).  And it …. mostly does.  We’ll discuss that more later.

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The expansion box adds some great minis, as well as some deluxified components.  

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However, since this was a Gamefound event, they also offered a lot more stuff to expand the game. See above!  We’ll take a look at a little of this below.

Unboxing of the The Big Box

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A big box arrived outside my door February 2024.  What’s this?

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Still not sure even after opening it … is that a playmat?

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Oh ya!  It’s Robinson Crusoe Collector’s Edition! Holy Cow! I forgot that I also ordered the playmat as an extra!  This is literally THE BIGGEST playmat I now currently own!  It takes up more than half the table and is huge … see the pencil and Coke can for perspective.

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Inside are also a lot of deluxe additions and expansions to the game. Note: these components do NOT come by default with the Collector’s Edition!  They are stretch goals and just generic add-ons from the original Gamefound event.

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I also got upgraded components for the food, wood, and other resources.

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There’s some very nice wood dice to replace the plastic dice in the game.

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There’s some more cards??? What are these??? See above.

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There’s some more minis to expand the already crazy minis we’ll see in second.

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And a few other expansions.  To be clear, the Coke and the pencil are there for perspective, they dot no come with the game!

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It might be easy to get lost with all this content (I did), but there’s a nice booklet in the box that explains what everything is!

Those cards we didn’t know what they were .. they are described in detail.

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In general, everything is described, in some detail! This is something this deluxe edition got right: within the book, they make sure to describe everything that comes in the box … even the Gamefound expansions! It’s too easy to let that stuff lag and say “just look at the Gamefound site” … nope! This explains everything that comes with the game!

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One final thing I want to mention: I got the Book of Adventures.  This is one of the nicest spiral bound notebooks I have ever seen.  It essentially collects together all (?) adventures and scenarios we’ve seen for Robinson Crusoe over the year into one volume. This is gorgeous.

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This is just all the extra stuff from the Gamefound event! See above.  But, what actually comes in the box: Robinson Crusoe Collector’s Edition?

Unboxing of Robinson Crusoe: Collector’s Edition

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The actual box is pretty large!  This is the box you can buy in stores …

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It’s taller than my can of Coke!

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At the top is the Introductory Campaign Guide!  

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This guide looks amazing, but it gets only a C on the Chair Test: Why? Because it hopelessly flops over the edges of the chair next to me… see below.

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Underneath that is the content guide we saw earlier … 

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Under that is some cardboard pieces: the volcano and some tokens.

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But what everyone wants to see are the minis!!

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These are the sundrop minis … that I paid way too much for.  But they look cool.

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Most of the minis replace the two worker placement tokens.

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Underneath the minis are some space.

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The players boards in the box replace the original player boards: they are 3 level boards and look fantastic!

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The rest of the box is pretty empty … it holds a few mini expansions and cards.

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Basically, this box is supposed to replace and hold all of your original Robinson Crusoe content.

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You can see everything in (and not in) the box above!  This is a really nice expansion.

The Case of the Missing Monkey

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Those of you paying attention might notice the missing mini in the upper right of the mini box.  Did I lose a mini when I unpacked it?  Did the publisher forget a mini?

Turns out the missing mini is a Monkey … that I had to specially order.  I didn’t just get it.  Supposedly, they publisher will offer the mini on the website after the fulfillment is done.

See this Board Game Geek thread here about the Case of the Missing Monkey!

First Edition

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To be clear, I have the original first edition of Robinson Crusoe which came out in October 2012. See above and below: it’s not exactly the best organized. But I played the heck out of this solo over the years!

The rulebook for the first edition worked for me, but a lot of people complained about it .. they also wanted to upgrade the game as well. So, the second edition of Robinson Crusoe came out: it had a much better rulebook as well as numbered the cards on certain decks and other things.

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Now, I backed the Collector’s Edition because the publisher said “it does support the first edition!”  And they are mostly right.   The real issues come up when playing the Introductory Campaign; These issues are three-fold:

  1. The cards in the original First Edition are NOT numbered: a lot of the set-up instructions refer to cards numbered xxx-yyy.  Luckily, they also list all the cards, so this isn’t a deal breaker.
  2. Some cards are missing.  A few cards that the tutorial refers to are simply not in the first edition.
  3. Some cards are relabelledThe Cure is labelled something else … the card is there but has a different name in the First Edition.

We’ll address each of these in more detail when we discuss the tutorial, but other than that, the Collector’s Edition did work with the First Edition. To be fair, none of these issues made the game unplayable, but you do have to be flexible.

The Introductory Campaign

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The most interesting thing to come in the Collector’s Edition (besides the minis) is the Introductory Campaign Scenario Book.   This is basically a 4-scenario long campaign that slowly brings you into all the rules of this big complex game called Robinson Crusoe!  It’s basically a very guided tutorial to get people playing.

The campaign starts very simple, showing off some of the base rules.  Every new scenario in the campaign builds on the previous rules until the last game is a “full” game of Robinson Crusoe!

Over the course of March 2024, I played through one scenario a week (solo) until the end of March 2024.

Scenario 1: Warm Welcome To Tamatoa

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Scenario 1: Warm Welcome to Tamatoa from the campaign doesn’t use the main map.   It uses the actual campaign book: see above and below.

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This particular scenario is a very very abbreviated version of the rules. I figured since I was an experienced player that I’d walk right through this: nope!  it’s actually a nice little puzzle.  I had to play it twice to win!

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You’ll also note that I forgot to use the minis for the workers in my first game: I used the original wood disks.  I know, how did I miss that???

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In my second game (after losing the first), I did use the minis.  Look how nice they look!

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This is a real nice way to ease people into the Robinson Crusoe game.  This first scenario was a fun little puzzle.  

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My only real complaint was the that I had to go looking for cards #1-#3 for the Event Deck .. but remember that the First Edition doesn’t have the Event deck cards numbered! Luckily, the card names  were listed so I could just hunt for the right cards: Vertigo, Fight, Memories of the Cruise.

But in general, this first scenario is a great way to get people into Robinson Cruose.

Scenario 2: Which Way The Wind Blows?

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My second game didn’t start off great. Why?  You build the Event Deck with cards #5-#8 (Loss of Hope, Bear, Body on the Beach, and Despondency) … and there is no Despondency card in the First Edition!!! See this Board Game Geek thread for more details.

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In the end, I just picked a random card from the Event Deck (Fight) and moved forward. 

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You’ll note, of course, that I put a sticky note in my scenario book describing the issue (so I don’t have the “rediscover this issue” in the future).  

After getting through this rather aggravating issue, I was able to play the second Scenario: Which Way the Wind Blows without any further issue. 

The second scenario also uses the map in the scenario book and just builds on the rules from Scenario 1.  It worked well, despite sometimes having to page through both the rules for Scenario 1 and 2 (as the rules from Scenario 2 build on the rules for Scenario 1).

Scenario 3: Looking For Answers

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Unfortunately, we also ran into set-up issues for Scenario 3: Looking for Answers.  The Medicine Invention card is called Cure in the first edition … so it’s there, but if you don’t see that right away, you could be looking around for quite some time!  Also, there are no Poisonous Spores card: I just used Poison.  Again, I noted the issues on stickies so I could replay this again without issue.

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Again, because the cards aren’t numbered, I had to go searching for Mystery Cards …

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And Adventure cards.  Luckily, everything was labelled but remember … there are no numbers on the cards in first Edition!!

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It’s here at Scenario 3 when then full map comes out!  That’s right, the game starts to really flesh out and start to feel like a true Robinson Crusoe game: Inventions are out, Risky Actions are out, and Mystery cards are out!

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I ended up keep the instructions on the right, with the full mat on the right.

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The game really starts coming alive in this Scenario as you are exploring and look for Treasure Chests!

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Scenario 4: Lords Of Fog

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Finally, by Scenario 4: Lord of Fog, you are playing the full game!   There’s no special set-up of the cards (thank Goodness!) so no issues from the First Edition come up!

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In game 4, you add hunting mechanics and the weather dice back into the game.  By this point, you are fully invested in this adventure and want to see it through!

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It’s a bit of  table hog at this point, as I need to have the mat and rules and original box on the box (for components).

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I will also say that this game really tested me: I should have lost.

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My last round needed two build actions to win … “I have this in the bag…” until the Strong Winds Event came out!  “What??? I can’t build because I don’t have enough actions???? I’m screwed!!”

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I needed to get some characters on Brew to win, but I also needed to build some things!  

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In the end, I figured out a very clever way to get what I needed!  It was such a trying moment to feel I had come all that way just to lose because of Strong Winds!  

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I think this is just a testament to how strong this game is: there’s so much choice you can usually do something interesting and useful in response to bad news.

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What a blast! 

Set-Up

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By far, the worst thing about the Introductory Scenario was the set-up: between First Edition problems and just so many components and books, I was struggling to keep everything in reach and organized as I set everything up.

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The reason this took me a month to play was that each Scenario really took it’s time to set-up and tear-down.  I mean, I guess Robinson Crusoe has always had that problem to a certain extent, but it seemed more pronounced this time.

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Other than that issue, I think this Introductory Campaign is a great way to get people into Robinson Crusoe! I am … or I used to be … an experienced Robinson Crusoe player, and I had fun playing the abbreviated versions of the game.

Conclusion

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Do you really need the Collector’s Edition of Robinson Crusoe?  Nah, not really.

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There is so much content out there for Robinson Crusoe that you probably would want to get first: both Mystery Tales and Voyage of the Beagle have tons of stuff for you to do.

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But if you love the ideas of amazing minis (especially as your worker pieces) and a really well-designed intro, then maybe this is for you!  I feel like the introductory scenario(s) got me to fall in love with Robinson Crusoe again.  

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It’s hard to recommend the full Collector’s Edition (which has the base game and minis and intro) because it’s a lot of money, especially if you don’t know if you like the game!  But if you know you like the game and want to jump into this world, it’s a very cool place to start!

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 If you are like me (with the First Edition) and like the game, there is a way to get the “minimal” Collector’s Edition which just has the new stuff.  Although First Edition has its own problems, I am still happy I got this.   It’s breathed new life into my Robinson Crusoe and reminded me how much I like the game … and isn’t that the purpose of an expansion?

Top 10 Cooperative Point-And-Click Adventure Board and Card Games

Welcome back to Cooperative Adventure Game Month! We have talked a lot about cooperative adventure games this month, from the silly Starlings Box One to the grimy noir Saints and Sinners.We end this month with a discussion of a Top 10 of one of our favorite kinds of cooperative adventure games: the point-and-click adventure!

Make sure you re-read that! Yes, this is a list of Board and Card Games (not Video games) that work like the original LucasFilm point-and-click adventure games such as The Secret of Monkey Island, The Day of the Tentacle, or the more recent Thimblewood Park! Granted, a board or card game doesn’t have a mouse pointer to move and click, but there’s certain elements that make a game feel like a point-and-click video adventure game!

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What makes a board game a point-and-click adventure game? For us, it breaks down into three fundamental elements:

  1. You explore a world!  The game is about exploration and discovery, as you “move” from location to location.  In the point-and-click video games, you could “point-and-click” to move around a map!
  2. You solve puzzles by combining objects!  You need to find objects and combine them in unique ways to solve puzzles. In the point-and-click video games, you would “point-and-click” on items/verbs to combine them!
  3. You move along in a story!  You are part of a story: this is interactive fiction!

So, if a board or card game has these fundamental elements, we call it a point-and-click adventure game! If it moves from location to location like a duck, combines items like a duck, and is part of a story like a duck, it’s a duck!

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Take a look at our review and discussion of the newest  Monkey Island game for more thoughts on what we like about these type of games! 

To be clear, all the games on this list are “play-once” because you reveal the plot and main elements!  You can play it again, but you probably want to wait a few years until you forgotten everything!

Honorable Mention. Choose Your Own Adventure: House of Danger

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Ages: 10+
Play Solo? Yes, but best with a group
Number of Players: 1 or more Players
Time: 60 minutes per chapter (5 chapters)

This isn’t quite a pure point-and-click adventure game, but it’s so close we have to mention it!  You explore a very silly world, find objects, and use them for both dice mitigation and helping you with puzzles.

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But this feels so much like a point-and-click adventure!  We make choices in the game and we explore the world, but it so silly! The dice are the only reason House of Danger is down at an Honorable Mention: the dice take the pure puzzle aspect out and poke just a little bit of randomness here.

There is another game in the Choose Your Own Adventure series, but House of Danger was the funnest!

10. The Shivers

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Ages: 10+
Play Solo? No, there has to be a GM: best with a group
Number of Players: 2 or more Players
Time: 60 minutes per chapter (5 chapters)

The Shivers is almost more of an Role Playing Game (RPG), as you have to have to have one player “run” the game, so you can’t really play it solo.  That’s really the only reason this is #10 on this list ….

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Otherwise, this is a beautiful game with Pop-Up Components!  The physical nature of this game makes it feel more like point-and-click than many of our games on this list!  But the RPG nature and lack of solo drop it just a little. 

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This game is a fun little cooperative point-and-click type adventure game with a sense of humor and beautiful components!  Take a look at our review of The Shivers to see if this is something you might like.

EDITOR: We recently got a comment on our blog about the Shivers from William T Tiller:

Its funny you should compare it to Monkey Island because I did the Shivers art. I am Bill Tiller, and I worked at Lucas Arts as a lead artist on the adventure games The Dig, and Curse of Monkey Island, and A Vampyre Story. In fact there are a few refences and easter eggs that refer to Monkey Island in The Shivers. Larry Ahren, a writer, designer, and animator on Day of the Tentacle, Full Throttle and director of Curse of Monkey Island also wrote one of the scenarios in the game. Those may be the Shivers game feels a lot like a point and click adventure game.

9. Coded Chronicles: Scooby Doo! Escape From The Haunted Mansion

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Ages: 12+
Play Solo? Yes, but best with a group
Number of Players: 1 or more Players
Time: varies (there are a number of interconnected scenarios)

Players take the role of their favorite Scooby Doo characters and explore the Haunted Mansion, solving puzzles to pursue the mystery in this box! The object interaction is very simple (using the first number of the character combined with the number of an object), but it’s a pretty simple and elegant way to combine objects! 

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This is one of the simpler point-and-click adventure games on this list (with House of Danger being the simplest), but it’s a really fun mystery! And it totally feels like a point-and-click adventure as you explore the house, combine objects, and work towards solving the final mystery!

There are other games in the Coded Chronicles series as well if you like this style of adventure game!

8. Paper Point N Click: Eppi
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Ages: 8+
Play Solo? Yes, but best with a group. The solo mode is still quite good!
Number of Players: 1-4 Players
Time: 5-8 Hours for the whole adventure

Eppi is the next adventure book game series in the Paper Point-and-click line of games.

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This game is an exemplar of the great things a board game can do in the  point-and-click genre!  This particular game is aimed more towards families and is probably best in a cooperative group, but it still works very well solo.  The exploration, story, and puzzles that come out of this game are just outstanding!  This feels like a real point-and-click adventure game.  This is aimed at a younger or family-friendly audience, which may be outside your wheelhouse (which is why it’s only #7).

Unlock Epic Adventures: Mission #07

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Ages: 10+
Play Solo? Yes, but probably best with a group
Number of Players: 1-6 Players
Time: 60 minutes

The Unlock! games are nominally called Escape Room games, but they share quite-a-bit of DNA with point-and-click adventures!  The Unlock! games, which use cards and an app on a phone to direct the action, are a perfect example of point-and-click adventure games!  A story unfolds as you unlock new locations and items, and you to explore and combine items to push forward!

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This particular box has three adventures in it (See Unlock!  Epic Adventures, which we reviewed here), all of which are great point-and-click adventure games!

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But it was Mission #7 (the last of the adventures) that really captivated us!  This story was fun and interesting and tried a few new things we haven’t seen in Escape Rooms before!

6. Unlock! The Adventures of Oz

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Ages: 10+
Play Solo? Yes, but probably best with a group
Number of Players: 1-6 Players
Time: 60 minutes

The original Unlock! games came 1 game to a pack: later on, they started packaging them up up three at a time.

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Before we got Mission #07 in the Epic Adventures box, The Adventures of Oz was available and one of our favorite Unlock games!

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My favorite explanation that this is a Point-and-Click adventure is the back of the box: Search the scenes!  Combine Objects!  Solve Puzzles!  The Adventures of Oz was a really fun adventure that I was mesmerized back at an early RichieCon in 2018: it tried some really interesting things and was such a great adventure!

5. Chronicles of Crime

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Ages: 12+
Play Solo? Yes, but probably best with a group
Number of Players: 1-4 Players
Time: 60-90 minutes

Chronicles of Crime is very much an app-driven game!  It made the #2 spot in Top 10 Cooperative Games 0f 2018! To quote:

If I had to characterize this game, I’d say it’s an old text-style adventure game!  What?  In the old adventure games, you could only “manipulate” the items on screen on in your inventory.  “Get light”, “Drop light”, “talk man”, “ask guard about skull” and so on.  In this game, all your items are on cards in front of you!  When you want to interact with the items, you use your smart phone to scan a code on some cards!  So, if you want to “ask guard about skull”, you’d scan the code on the Guard card, then scan the code on Skull card!  And the phone would tell you what he said!
 
This interaction is great!  Except, you are trying to solve a crime by interacting with the world in front of you!  Really, really fun!   You move around from location to location, physically LOOKING at animations at locations (really!), and then scan cards.  (“I think there’s a shovel here at this location … Um … Oh! There’s a ‘gardening tools’ card!  Scan that!”)
 
Surprisingly fun, amazing graphics (you HAVE to have a smart phone to play), but a lot of content!  It’s also easy to play!  A GREAT game!

There are multiple versions of this game: 2400, 1400, 1900, all of them very interesting iterations on the base game! I’d recommend any of them! In fact, 2400 made our Top 10 Cooperative Expansions of 2021!

4. Unlock! The Treasure of Tonipal

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Ages: 10+
Play Solo? Yes, but probably best with a group
Number of Players: 1-6 Players
Time: 60 minutes

So, this is one of the more difficult of the Unlock! series!  The pirate theme and puzzles really kind of make of you feel like you are reliving some of your Secret of Monkey Island days!  

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Without giving away too much, this point-and-clock adventure had one of the funnest stories and the best “last puzzle” I’ve ever played.  I want to replay this again it was so much fun!

3. Adventure Series: The Grand Hotel Abaddon

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Ages: 12+
Play Solo? Yes, but probably best with a group
Number of Players: 1-4 Players
Time: 90 minutes per chapter (3 chapters)

This is a very different kind of point-and-click adventure game: it’s quite text heavy, but it uses cards to denote objects and locations.  

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The Location cards are oversized cards, and the objects in the game are plain cards marked with numbers.  

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Every player assumes the role of a character, with little standees moving around this world.  The story centers on a hotel as “strange things” happen.  It’s quite an interesting story that unfurls over 3 sessions!  This is the 4th game in the Adventure Series line: it made our Top 10 Cooperative Expansions of 2022! We really loved this game!

2. Adventure Series: The Dungeon

Ages: 12+
Play Solo? Yes, but probably best with a group
Number of Players: 1-4 Players
Time: 90 minutes per chapter (3 chapters)

The Dungeon is in the same series of games as our last entry: The Adventure Series.  This game series burst onto the scene in 2019, and it was so fun it made it all the way to out #2 spot on the Top 10 Cooperative Games of 2019!

This was probably the first board and card game that really felt a point-and-click adventure game!  You explored a dungeon!  Combined items!  Solved puzzles! You ventured through a story together!   There was nothing else like this, and this series totally captured my game group!

1. Paper Point N Click: Cantaloop

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Ages: 16+
Play Solo? Yes, probably best solo
Number of Players: 1+
Time: 5-8 Hours

Cantaloop nails the point-and-click adventure book game better than any game I have ever played!  When this came out in 2021, it was ground-breaking!  Using the book format with red acetate decoder to move through an adventure game was new and original.

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The way players moved through Locations, combined objects, and solved puzzles was very innovative! Even the help system was innovative!

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What made this so good was the writing! Jokes were strewn everywhere, and everything seemed well-thought out! Remember when Monkey Island would tell you a joke when you tried to combine two weird things? The same happens in Cantaloop! Cantaloop rocketed to the #1 Spot on my Top 10 Cooperative Games of 2021 !

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This series is an ongoing story over three books, told in 3 standalone books: Breaking Into Prison, A Hack of a Plan, and Against All Odds. See our reviews of all three games here, here, and here.

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The only thing to be careful of is that the games are slightly raunchy (see above) and some adult material slips in (which is why the game is 16+ for ages), but it’s always done to be funny and doesn’t detract from the game.

Play An Episode of House! A Review of NYC: Emergency Room (A Medical Mystery)!

Welcome back to Cooperative Surprise Month! This month has seen a surprisingly good cooperative game set in 700 BC called Sammu-Ramat, a “lost” review of Chainsomnia, and a light-and-fun cooperative game called Hissy Fit with the surprisingly weird theme of taking cats to the vet! This week, we take a look at another game with a surprisingly weird theme: NYC: Emergency Room!

NYC: Emergency Room is billed as “A Cooperative Medical Mystery Game” for 1-4 players, Ages 14+. That lower bound of age may seem low or high, depending on who you are, as there are discussions you would want “mature” adults discussing (birth control, the human reproductive system, death, pain, diarrhea). So, be aware that this medical mystery game requires an adult attitude!

NYC was a game I picked up at Target a few weeks ago (early February): I was on the fence about it. On one hand, I love murder mystery games (see our Top 10 Cooperative Detective Games) and escape room games. On the other hand, I generally don’t like medically themed games (too depresssing). Should I pick it up?

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Then I remembered how the TV show House was originally billed as a a medical mysteries show. If you don’t know the TV show House, it is basically Sherlock Holmes as a doctor solving strange mysteries, but in the medical field (Get it? “House” & “Holmes” … “Wilson” & “Watson”). The show, while pretty dark, is quite interesting!

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In the end, that’s why I picked up the game: “a fun medical mystery like House”. Or at least, that was my hope!

Unboxing

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NYC: Emergency Room is a pretty standard sized box. See the Coke Can and #2 pencil for perspective.

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The game is really just a bunch of envelopes!  All the components are in one of six envelopes.  

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Four of the envelopes are cases for four different patients.  Each one of these is a different case.

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There is one envelope that has components every game needs: that’s the Code/Research/Rules envelope. See above.

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The first patient, though, is not one of the four envelopes… there’s a tutorial that walks you through your first case: Nurse Judy recognizes you are just starting out, and tries to help you through the process!

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It’s kinda cool is that every envelope tells you exactly what’s inside (see above)! I can totally see passing this game onto other people after I am done, so it’s good to make sure each case has everything you need to do it!

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Considering this is a game from Target, the quality is actually pretty good for everything (see above for some contents of the first envelope).   It’s surprisingly good how good these components are!

Rulebook

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There is a rulebook, but you don’t even start with it.  You start with Nurse Judy’s tutorial pamphlet.  It walks you through your first game, and honestly, it does a fantastic job.

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By the time I got through the Tutorial, I don’t think I ever looked at the rulebook!  (It comes in the black Codes envelope).  Seriously, I can’t complain or laud the rulebook because I never needed it.   The pure joy of the Tutorial made the rulebook almost unnecessary.  I may have looked it at once later for a rules clarification, but I’m not sure how much you’ll use it.  Listen to Nurse Judy, and you’ll be fine!

The Tutorial

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The tutorial takes you quickly through a simple case with Luana Kapule: see above. IMG_2927

This was very easy to set-up and a very quick game.  I think I got through the Tutorial in about 20 minutes.

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Seriously, this is one the best tutorials I have seen in a while.  You see all the things you should do, the things you shouldn’t do, and the game walks you through the playthrough very precisely.  

You know that a Tutorial is good when you don’t think you need the rulebook anymore:  20 minutes in, and I think I know the game.  I call that a successful tutorial!

Gameplay

The game is all about what tests and consultations and medications to administer to a patient over a night (a timeline).  You are measured by, frankly, if the patient survives the night.  You have a sheet that you keep track of everything you do and what time you do it: see above.

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As you run tests on your patient, you will get codes to look up in the code book: they tell you what happens: frequently, this means you draw a card from a deck of “how the patient is doing”.  Note: the results of the tests do change as time marches forward!  Gulp! Make sure you run that test at the right time!!

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What tests do you run?  Holy cow, all the things you can do or know is presented in about 5 pamphlets brimming with medical information!  See above.  This particular mechanic kind of reminds of Sherlock Holmes: Consulting Detective. 

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Not directly, but the sheer volume of medical information in the game reminds me of the sheer volume of materials in Sherlock Holmes: Consulting Detective: the maps, the phonebook, the newspapers.  This is a good thing: it really feels like medical mystery! You just have to look in the right place to solve the mystery!

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If you can keep the patient alive by running the right tests (remember, tests can be invasive in many ways) and finding the right thing to do (which may be medication or something else), you win!

It goes without saying, but if your patient dies, you lose!

Solo Game: Patient 1

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Strictly speaking, my first solo patient was from the Tutorial: but Nurse Judy basically kept me out of trouble, so I don’t know if that counts.

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Before I began, I made a copy of the timeline sheet (see above) and left room for notes on the left.  I strongly recommend you do this as well!  First, by making a copy, you can reuse the first case later.  More importantly, I think, is that having the extra space to make notes was a big deal.

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You never forget your first patient: mine was Shyla Patel.   

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I had to make sure I interviewed her to make sure I knew what was going on.

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I was able to do the proper tests and figure out what was going wrong with her.  Along the way, there were places where I could have done “something bad”, but in the end, I kept Shyla alive.

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She left the Emergency Room alive and in good health. It was a good day.

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Shyla never saw me looking, but my head was buried in these medical pamphlets the entire time.  This is a game about research, it’s a game about following up, it’s a game about what it’s like being a doctor.  (I always wonder if doctor’s do the same thing when we aren’t looking … “What the heck was that?  I gotta look in my pamphlets!”)

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It was incredibly engaging, but there was a lot of research, a lot of taking notes (see above) and a lot of reading.  I love that stuff, but some people don’t.  

Why watch an episode of the TV show House when you can just play it? I really enjoyed this game solo.

Cooperative Game

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It’s Charlie’s fault I started watching the TV show “House”, so I felt it was apropos that he and Allison play this with me!

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Rather than try to explain the game to them, I simply had Charlie and Allison go through the Tutorial.  This was interesting: I am so used to explaining games to people, but I realized this game is just complicated enough that it makes sense to use the Tutorial again!  Rather than teach the game, just play the Tutorial! It really is that good!

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After they finished the Tutorial, we encountered Patient 2: Adrian Alexopolous.

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The cooperative game was very much like the solo game, but now we have a group of “other doctors” we could bounce ideas off of!  I like this shared responsibility: it’s a little scary to take full responsibility for a patient yourself, and this shared burden made it a little easier to endure.

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The burden of taking notes, reading cards, consulting pamphlets also made the game move a little more quickly than the solo game.

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Although I liked the solo game, and didn’t have any problem taking the full responsibility of a patient myself, I can see many people bouncing off this!  By having a team of doctors helping each other to help the patient, I can see many people preferring the cooperative mode over the solo mode.  

What I Liked

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The Tutorial is fantastic.  It just gets you into the game right way: it’s the best way to teach new players, even if you already know the game!

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I like all the medical information available.  I wish the medical pamphlets were bigger books written in a bigger font. I did a lot of reading and research with these!  It felt like the world was large, something to explore, even though I was only reading medical texts.

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The mysteries are interesting and engaging.  And the components are great too, especially for a Target game.

What I Didn’t Like

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I already said this in the What I Liked Section, but I wish the medical pamphlets were bigger with bigger fonts.  In fact, a lot of these pamphlets had two or three different things in them! I wish they had been broken up a little better … I am sure this is a “it costs money to make big pamphlets” issue, but they would have made it a little easier to use.

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In the end, I made copies of the charts/timeline, but it bugged me a little that there weren’t multiple copies of these little sheets: there was only one for each patient!  For multiple reasons (extra space for notes, enabling this patient to be re-used), I strongly advise you to make a copy like I did above!

Conclusion

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I really enjoyed NYC Emergency Room and so did my friends.  As long as you don’t have trouble with the theme, mature situations, and potentially life-or-death situations, this is a great mystery game! 

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In fact, you could argue that the theme is very engaging because you are making “real” life-and-death situations for a person you meet in the Emergency Room!  Those tense situations may be too much for some people, but if you can handle it, I think it is fantastically riveting!

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Allison gives this a 8/10, Charlie says it’s a “Solid Game” (I couldn’t get a number out of him).  I think I am right with Allison: this a 7.5/10 or 8/10 for me.  My hesitancy comes only the theme being potentially being very divisive: “I don’t want to be a doctor right now, that sounds too stressful!“.  I get it, sometimes it might not be as appealing to be a doctor in a stressful situation! Having said that, in the cooperative game, that burden is shared making the game a little more palatable. 

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Why watch an episode of House when you can play it?  Just remember when doing patient interviews: “Everybody Lies.”

A Review of Chainsomnia

Welcome back to Cooperative Surprise Month! Last month we looked at the brand new game (Sammu-ramat) which was so surprisingly good! This week, we surprised ourselves by finding an old review which we never published! This is a review for the cooperative game Chainsomnia by Seiji Kanai! Let’s take a look!

Chainsomnia was a cooperative game I picked up from GameNerdz fairly recently (EDITOR: at the time this was written, it was June 2023 .. ahem).  It was a Kickstarter game, but I didn’t know that when I ordered it from GameNerdz (I guess I missed the Kickstarter).  Chainsomnia was appealing to me because it looks like a light cooperative game from the designer (Seiji Kanai) of Unicornus Knights!  I think that Unicornus Knights is something of a hidden gem (see Part I and Part II of our review), as it made our Top 10 Cooperative Games of 2017!

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This game is about a bunch of nightmare-ridden little kids trying to get out of a castle of nightmares! It’s for 1-4 players, 40-60 minutes, and ages 14+. Let’s take a look.

Unboxing and Gameplay

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This is a pretty deep box.  The Coke Can actually fits inside it pretty well!

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Seriously, this is a pretty deep box: mostly for the tiles.

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Each character takes the role of a child trapped in the castle:

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Each character has a standee and a character sheet.

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Each character has some abilities (Strength, Luck, and Wisdom) which will form the the basis of a two-dice ability role.

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For example, Chloe above has 3 Strength, 3 Wisdom and 3 Luck.  She can also get rid of Bad Dream easily with an AP (Action Point).

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AP stands for Action Point.  The little chart to the left shows you how many AP you have per turn.  As you get Chains in the game (Ryan above has 2 chains), it reduces the number of AP you have per turn.

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The Summary Cards summarize what you can do, but basically explore, search, give, skill, move, use or take.

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In order to win, the characters must cooperatively explore the Castle to find the way out: the Way Out is the last card in the tile deck.  See Chloe winning the game for everyone by finding the Way Out … when there are no Bad Dreams on the board.

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Like most cooperative games, there are “Bad News” cards that come out.  In this case, the Bad News cards are called “Events” and come out every time you explore and discover a new Room.

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Generally speaking, the Event cards are full of nightmares that clog up the rooms.  You can’t enter a room with a nightmare until you take it out.  How do you take it out?

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Each Bad Dream is different (for example, above you have to discard an Item), but generally you have to make a skill check on 2 dice, and roll higher than your skill.  If Ryan’s Strength is 5 and requires a 11+ Strength to Vanquish, then Ryan will need to roll a 6 or more (6+5 >= 11) on two dice to succeed in the Skill check.

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Incidentally, skill checks are how you get Items (very useful tools): generally, each room will tell you what you need to roll to get one.  In the first room (see below), if you roll a 12 or higher on any skill check, you get an item.

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There are other very bad cards that modify the Event Deck (see Shriek above) but if you make it through all Event cards without finding the Way Out you lose.  If you can get to the Way Out and defeat all Bad Dreams on the board you Win!

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The components are quite cute, if a little minimal.  The cards are not linen finished.

Rulebook

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The rulebook is good, except that it doesn’t talk a lot about edge conditions.  As we played the game, a bunch of questions came up (“Are Action Points dynamic?  Do you immediately lose/gain an AP as a result of a chain change?”).  There was a FAQ, but it didn’t answer the questions that seem to come up with us.

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The components list had no pictures, but the Set-up was well-labelled to counteract that.   In general, there were appropriate pictures and the game was explained well-enough.  I even like that it had a FAQ, it just didn’t seem to address the questions we had.  I’ll call the rulebook good enough.

Solo Mode

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Congratulations to Chainsomnia for following Saunders’ Law and having a solo mode!

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Unfortunately, the solo player must take control of 3 characters.  Similarly, a 2-Player game would have each player take control of 2 characters.  Basically, there must always be 3 or 4 characters in the game.  This isn’t ideal for the solo because there’s always the context switch issue as you jump from character to character, playing each one separately.

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Luckily for the solo mode, the context switch issue is not too problematic: each character has a pretty simple character with one “major” power.   For example, if one of your characters were Ryan (see above), it’s easy to remember he’s strong (strength of 5) and can also eliminate one monster for one AP.   There’s not too much to remember for each character, so context switching from character to character isn’t a big deal. Contrast this to the characters from Marvel Zombies: Heroes Resistance where each context switch becomes heavier and heavier as the characters get more and more abilities in the game (see our review here).  While the extra abilities in Marvel Zombies: Heroes Resistance are cool, it makes it significantly harder to play multiple characters.

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It took me two solo games to get a win.  I remember losing my first game and saying, “Nope! I wanna play again! I know what to do now!”   I think your strategy really depends on the characters you choose, so my second game was with the same 3 characters.

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I made one major mistake in both solo games: I forgot to save my Ominous Event cards and my Auspicious event cards.  In most every other cooperative game, you throw away events when you are done … Nope!  Here, they are a measure oh how well you did.

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When you open the secret envelope, you need those cards.  I didn’t realize this until after my second game! 

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Minor Spoiler: Basically, you measure your victory (in the event of a win) by how many Auspicious Events and Ominous Events you got.    That was kind of cool: it’s a hidden and secret way to measure success, and gives you a reason to play again to try for a “better” win.

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I didn’t love solo mode (mostly because of the 3 character issue), but it was fun enough to play again.  It also gave me enough insight to teach to my friends.

Cooperative Mode

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This game went over pretty well as a cooperative game: probably better than I expected.  Since you always need at least 3 or 4 characters in play (this totally reminds me of Unicornus Knights), a 3 or 4-player game is probably ideal: that way every player gets exactly one character to operate, and it’s easier to inhabit and connect with the game if you are “that character”.

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I noticed that, as we were playing, we really did consult each other a lot … and console each other a lot.  “Hey, don’t worry: I can take care of that nightmare!”  “Hey, don’t worry, I can get you an item!”  Sara’s character’s power allowed here to give items to other people anywhere on the board … this was huge! It allowed us to power up!  Even if we had a bad role, the game evoked a pathos: “It’s all right, we’ll get you out of that mess.”  Maybe there’s something about being a little kid that brings out the best in people, and makes them want to help each other?

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There were a lot of fun little moments playing cooperatively.  I knew the game had gone well when we spent the post-game talking about all sorts of other ways we could have won/lost, been more strategic, etc.  People cared enough to keep thinking about the game, even when it was over!

Repacking

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What’s going on with this box?  It has a huge insert, but the game doesn’t fit back into the box unless you do one of two things:

  1. Always remove the plastic bases
    OR
  2. Pack the dice into the fingerholes!

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Those of you who have played GloomHaven know the problem with constantly removing/adding the plastic bases!  Basically, the bottom tears!  So, I chose to leave the plastic bases on.  Which means the game box WHICH IS HUGE doesn’t fit the game!  I had to be clever … and put the dice in the fingerholes.

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Yup, not ideal, but then the game fits. See below for pictures of how I fit the game in.

Conclusion

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Chainsomnia was pretty fun.  Although the rules were missing a lot of edge cases, the game was still pretty easy to teach and play.  The group liked it, but didn’t love it:

  • Teresa, Rich: 7/10, liked it, would suggest it
  • Sara: 6.5/10 liked it, would happily play, maybe wouldn’t suggest it as first choice
  • Andrew: 6/10 Liked it well enough, would play again

The biggest issue with the game was that it felt a little “samey” after a few plays.  You could mitigate that by switching up the characters to have different strategies.  It was also maybe a little too lucky with so much emphasis being placed on the dice.

Chainsomnia was fun enough.  We actually would not recommend this for kids: even though this game is cute, the nightmares attacking kids might not go over well with younger players.  This game is more for older kids who like light cooperative games with an anime look.

EDITOR: At the time Our Top 10 Cooperative Tile-Laying/Placement games was written, Chainsomnia just barely squeaked onto the list as #10. I hate to say it, but I think Race for The Raft came along, moved to the top of the list, and pushed everything down one space (see our review here: it’s that good)! So that means Chainsomnia is #11 now …