Top 10 Cooperative Cat Games (Board and Card Games)

Yes, yes. We are really doing this: we are doing a a Top 10 Cooperative Cat Games! To be clear, these are cooperative board or card games that have an upfront and distinct cat theme to them! Some games have cats in them (like Cyber Pet Quest from a few weeks ago), but those games aren’t “cat-centric”. The 10 games below are all cooperative games where the cats are the main focus … and that’s just how the cats like it!

10. Max

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Players: 1-8
Ages: 4 to 7 Years old
Time: 10 Minutes
Supports Solo?  Yes
Type: Cooperative Roll-And-Move

It’s kind of hard to recommend this, as it’s a game meant for very very young players: the recommended age range for Max is 4-7 years old. 

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And the production isn’t great: see above.

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But, this may be just what you are looking for to give your younger cat lover!  It’s a cooperative game for young kids, and that right there makes it worth mentioning! (even if it’s not the most beautiful game in the world)

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Trying to save the creatures from Max is a fun little theme that is surprisingly charming.   Be aware: this is a roll-and-move game, the production isn’t great, it’s meant for young kids, and the game is very light.  But, it’s kind of charming as a cooperative cat game, so it makes our list.

9. Endangered
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Players: 1-5
Ages: 10+ Years old
Time: 60 Minutes
Supports Solo?  Yes
Type: Cooperative Dice Placement Game

This is a cooperative dice placement where players play in together in multiple realms: diplomacy in the UN, conservation in the jungles, and gaining resources in the real world!

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This only made out #9 because just a few scenarios are about cats (Tigers in the base game and Jaguars in the expansion),  but they are constantly making more and more expansions all the time!  And during those scenarios, the cats take center stage!

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A losing first game!

This has some really interesting ideas; the cooperative dice-placement mechanic is very well implemented!

Take a look at our review of Endangered to see if this might be for you.

8. Magical Kitties Save The Day!

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Players: 2-7
Ages: 6+ Years old
Time: 60-120 Minutes
Supports Solo?  Sort of, there’s a solo Adventure that comes with the game to teach it
Type: Cooperative Role Playing Game (RPG)

So, I am in the camp that views RPGs as cooperative games; I view the Dungeon Master/Game Master (DM/GM) as a shepherd for herding cats through an adventure (analogy chosen on purpose).  The players are cooperating to get the best outcome for the group, and the GM is just trying to help the players. I know this GM view isn’t shared by everyone, but the vibe of this particular RPG is certainly very cooperative.

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Players plays as cats going on adventures to save the day … that sounds like a cooperative game to me!  This is a fun and goofy cooperative game that will require a GM to run it.

The solo comic book that comes with for teaching the game is pretty awesome!

7. Cat Crimes

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Players: 1+
Ages: 8 to Adult
Time: 15-30 Minutes
Supports Solo?  Yes, solo first! Cooperative by group
Type: Cooperative Logic Puzzles

Cat Crimes is more of a solo logic puzzle than a game per se, but you can play it cooperatively by having all players work together as a group to solve the puzzles! 

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Player(s) take a challenge card (from Beginner to Expert: see above) and try to solve the puzzle!  Who Ruined The Shoes?

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Players use the hints on the card to deduce, via logic only, the order of the cats around the table!

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Once the cats are placed around the table correctly, that pinpoints the culprit! See above as Duchess ruined the shoes!!

This is a fun little logic game where the cats are cute: the theme helps keep it from taking itself too seriously. But the puzzles are whatever challenge your group is up for!

6. Space Cats Fight Fascism

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Players: 2-4 
Ages: 13+
Time: 45-60 Minutes
Supports Solo?  No  (although you can play solo via 2-handed solo)
Type: Cooperative Dice and Card Management Game

This little cat game came out of nowhere for us: it’s from a very small publisher (TESA) and it really doesn’t have a lot of buzz around it.

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The components are a little wonky and the art is a little wonky.  It’s a pretty small game.

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But this little game is surprisingly fun! It has a Pandemic feel as cats fly around the galaxy trying to stop facism (removing cubes like Pandemic).  Space Cats Fight Fascism isn’t really political (despite the name); it’s really just a surprisingly cute cooperative game with its own “vibe”.  The cat theme works surprisingly well, considering this game could be just an abstract, but somehow the cats in this game give it its own flavor, its own soul, and its own sense of humor. 

5. Cat Rescue

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Players: 1-4
Ages: 8+
Time: 15 Minutes
Supports Solo?  Yes
Type: Cooperative Tile Placement/Tableau Management Game

Cat Rescue is a very cute game that was on Kickstarter, but it’s actually incredibly hard to find now.  I ended up finding the original blister pack version (see above).

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Players put some very cute cats in a 4×4 grid (see above and below).

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The main mechanic is that you “push” cats along a row or column, trying to push a cat that’s “ready for adoption” (flipped) out of the grid.  You continue until you run out of cards and then score how many you saved!

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It’s very cute, simple to explain, and easy to play.  Cat Rescue is sort of a cross between a tile placement game and a tableau building game.  It is hard to find, but there is hope for a reprint.

UPDATE: As of right now, March 30th, 2025, there is a Kickstarter coming in Spring 2025! See information here!  Thanks to Lon for pointing this out!

4. Run Run Run!

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Players: 1-4
Ages: 8+
Time: 30 Minutes
Supports Solo? Yes, minimal rule changes
Type: Cooperative Tile-Laying Game

This cute game about cats invading an Egyptian tomb is quite fun!

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The components in this cooperative tile-laying game are gorgeous! The tiles are thick and easy to read!  

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The game is easy to teach, easy to play, and plays rather quickly in about 30 minutes!  Take a look at our review of Run Run Run! here to see if it might be something you might like!

This game could easily make our Top 10 Cooperative Tile-Laying Games!  But that list came out before we played this game …

3. Nekojima

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Players: 1-5
Ages: 8+
Time: 15-30 Minutes
Supports Solo? Yes, minimal rule changes
Type: Cooperative Abstract Dexterity Game

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Nejokima is a very cute cooperative dexterity game for 1-4 players; this can probably best be described as cooperative Reverse-Jenga!  In Nekojima, players work together adding wood blocks on a platform, hoping not to knock anything over! (whereas Jenga has players removing wood blocks from a tower, hoping not to knock anything over)! In both cases, players try not to knock the structure over!  See below!

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At the end of the day, this is almost an abstract game, but the game leans so heavily into the cat theme (with a cat placemat, the cat tokens, and the “cat always lands on its feet” in the rules), that I think you can call it a cat game.

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Take a look at our review of Nekojima to see if this is something you think you might like.

2. Hissy Fit!

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Players: 1-4
Ages: 8+
Time: 20 Minutes
Supports Solo? Yes, minimal rule changes
Type: Cooperative Hand Management game

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Hissy Fit! is a light little cooperative cat card game (20+ minutes) about trying to get your cat into its carrier!  Players move the kitty (above) along (using cards) until it reach the carrier!

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Players cooperatively play Human cards (purple) to try to keep the Cat Cards (orange) under control!  This is a light, quick game that really encourages cooperation with a simple follow mechanic (allowing other players to play cards even when it’s not their turn)!

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The art is absolutely adorable and is quite thematic!  The Towel Wrap keeps the cat from scratching you and from moving away!  The Robot Vaccuum moves the cat closer to the carrier!

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This game is light and adorable and quick and easy to teach: there is a very good chance this will make our Top 10 Cooperative Games of 2024! UPDATE! It did! See here!

Take a look at our review of Hissy Fit! to see if this is something you might enjoy!

1. Race To The Raft
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Players: 1-4
Ages: 8+
Time: 40-60 Minutes
Supports Solo? Yes, with some changes to base game
Type: Cooperative Tile Placement Game

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Players need to work together to save the cats (see above) from the burning island (see below)!  They need to move the cats to the raft before the fire consumes the island!

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This cooperative tile-placement game has players making all sorts of choices cooperatively or solo: which cats to move, which tile stack to draw from, where you place a tile, where to place burning trees, when to move cats!  There so many great decisions in this game!  This was such a great surprise it made the #3 position on our Top 10 Cooperative Games of 2023!  Honestly, it should have been #1, but 2023 was such a strong year for cooperative games!

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See our review here of Race To The Raft to see if this cooperative tile-playing game is something you would enjoy! It’s probably the most complex game on this list, but it also has the most choice!

Santorini: Pantheon Collector’s Edition and Riddle Of The Sphinx Review, Mostly the Solo and Cooperative Experiences

Santorini: Pantheon Collector’s Edition and Santorini: Riddle of the Sphinx both arrived at my door February 28th, just in time for weekend!  

These were originally on Kickstarter back in April 2023, and promised delivery May 2024: so it’s not quite a year late, but it is pretty late.  At least it finally made up!  I have been waiting a while for this game: it was #8 on my Top 10 Anticipated Cooperative Games of 2024!

I was very excited for Santorini: Riddle of the Sphinx (which we’ll just call Riddle of the Sphinx from now on), as it promised to take the base game Santorini and make it into a solo and cooperative experience!  

However, Riddle of the Sphinx is an expansion: you must have one of the Santorini  base games to play it (for some of the components).  This particular Kickstarter offered up the “deluxe” Santorini: Pantheon Collector’s Edition, so that’s the one I backed.  

I ended up playing pretty much all weekend, so let’s see how that unraveled!  Was this worth the wait?

Day 1: The Game Arrives and Santorini Gets Played!

February 28th, 2025: The package arrives with both games!  

The acrylic tokens bag opened up and spread them everywhere … make sure you pick up all yours!

You can’t play Riddle of the Sphinx until you know how to play the base game of Santorini. So, that’s where we started.

This edition has quite a bit of extra stuff.

The white blocks and domes are the key components to the game: these are what gets built on the main board.  Those little white blocks have quite the toy feeling!

These blocks are the main pieces that will be shared with Riddle of the Sphinx.

There’s some neat bags with lots of components.  A lot of these aren’t necessary for the main game.

But the workers (in the blue bag) are important; they are what moves around the map.

The purple bag has a lot of stuff … that I don’t think you will need until you play a LOT of Santorini and want more content.

The most important piece for the main game is the board (packed upside down).

It looks gorgeous!  

There’s even a lazy susan for it to rotate on!

There are some God Cards here (God Cards give each player special powers).  We need these cards for the base game, but we will NOT need them for Riddle of the Sphinx.

This is a really nice production.  It just looks gorgeous.  I probably spent too much money to get the deluxe Pantheon Collector’s Edition, but it looks nice.

The rules are hidden on the bottom of the box!

Normally, I would give rules that take up the whole box an F on the Chair Test, but since the rules are ALL ON ONE SIDE, I am going to give this an A!   The rules lay out and are easy to consult!!

These rules are succinct and terse, but still pretty darn clear.  The game can be described in one page! 

There’s a really nice little “first game set-up” which takes you through your first step or two of Santorini with Demeter vs. Artemis!

As you play your first game (I played Me vs Me), you get a sense how everything works.  And the buildings that pop-up look really cool! See above!

At the end of my first game, I felt like I understood the mechanisms!  This was a simple abstract strategy game that looks really cool!  I see why Santorini has survived in the board game zeitgeist for so long! It’s easy to play, easy to describe, easy to learn, but has tons of interesting and strategic decisions.  This is a neat game.  

For the record, I do want to mention that it’s not too hard to pack everything back into the box … there’s a little graphic on the side that shows how to do that!

So, I was able to play and learn the base game!  I look forward to learning Riddle of the Sphinx tomorrow!

Day 2: Unboxing and First Games of Riddle of the Sphinx

First thing Saturday morning, March 1st, I woke up and was excited to get to Riddle of the Sphinx

It turns the competitive base game of Santorini into a co-op and solo game!

Riddle of the Sphinx has a weird form factor: see above.

It’s a very wide box that opens like a book: see above (with Coke can for perspective).

The Acrylic tokens replace the cardboard tokens.

Off to the left are the bridges, figures, dice, and cards. I am glad I took a picture of this, because when I went back to repack the game, I had to consult my pictures!

The rulebook … is huge. Not from a length perspective, but huge as in “the form factor of this book is very wide and very tall!

This rulebook completely fails the Chair Test as it droops over the edge and makes it very hard to consult on the chair next to me.  See above.

The standard workaround for rulebooks this big is to put them across TWO CHAIRS, with the spine in the middle.  (We first discovered this “workaround” when we looked at Batman: Gotham City Chronicles: see here).  This makes it so can consult the rulebook on the chairs next to you.  Sigh: this rulebook has a terrible form factor!  It’s far too engulfing!

The weird thing is, you almost don’t need the rulebook???? The Book of Riddles (which we’ll discuss below) has an EXCELLENT tutorial built in!

The Book of Riddles (see above) is the main component of this expansion.  There are 22 “riddles” in here which the player(s) must solve!  

The Book of Riddles throws you into the first game with some pretty pictures and flavor text …

A quick note: we’ll be playing solo, which means we have some weird special rules.  We have to have a figure called the “Wanderer” whose sole purpose is to make sure we never do the same action twice in a row!

The Wanderer is the middle guy (we’ll see the Sphinx and other dude later).


Using the Wanderer,  the solo player selects an action each turn (one of the four above), but can never choose the same action twice in a row.

The first Scenario is Sunshine and Seashores: see above! 

The opposite side of the page has a painfully precise (in a good way) description of how to play the first riddle!  This is a complete, step-by-step run-through of a winning game so you can see how all the rules work together!  This tutorial is a fantastic way to learn how Riddles work!

The only thing you “really” need from the original Santorini box are the blocks and the workers.  That’s it!  See above!  All that other stuff you saw as I unboxed Santorini: Pantheon Collector’s Edition?  Completely useless here!

In fact, I made the mistake of thinking we needed the original board (above right) when I played my first game!  Nope!  

Riddle of the Sphinx has its own God Cards: see Base Gods above and Friendly Gods below!

There’s even a notion of Blessings that comes out in later games!

The Gods are a little different here; you kind of use them up and throw them away!!

The Gods give you powers, but if you complete their quest (at the bottom of the card), you (usually) get a new piece you can build.  Why is that so important?

Riddle of the Sphinx is a game about scarcity.  You don’t have all the pieces you need to build your towers and edifices, so you have to earn them as you play.  By having Gods complete their quests, you get new pieces so you can build as you need to. 

The coins on the map describe what you need to build: see above as I need to build a level 1 building underneath the coin to get it!

And then I do!

The coin goes to the top (or bottom) of the page to denote you have “finished” that subgoal.    Usually, you need to get all Gold coins to complete the Riddle, and all the Silver coins give you extra help/bonuses.

See above as we build everything, as we try to understand how to solve a Riddle! It’s all about building towers when pieces are scarce!  You have to earn the pieces to build what you need!  

I need to be clear here; this tutorial is great!  I jumped right in and was able to start playing right away!  The tutorial held my hand for the first game, and then threw me into my second game.  And I was felt so comfortable jumping in after that!

See above for an example of how good that Tutorial is!

After the Tutorial is Riddle 1!  As I jumped into Riddle 1, they added some new rules: The Sphinx’s game!

The Sphinx’s Game allows you to roll the dice and “hopefully” get one of the gems! If  you get a gem, you get  free piece to build! If you fail (because the gem is gone), you lose a worker!

Just like our Tutorial, the game board does a real good job describing set-up on the same page as the Riddle itself. It’s interesting, I don’t think I ever looked in the rulebook for any rules in the first few games: almost everything I needed was presented in the set-ups of the various riddles.

Look how great this looks: see above.

At the end of Day 1,  I unboxed Riddle of the Sphinx and played through two scenarios solo;  this gave me the sense of how everything worked.  

This is a puzzle; you have to figure out when to build, when to recruit god powers, when to finish a god quest (so you can get more pieces), and when to finish the Riddle (which usually means building a tower on a gold piece place!).

Day 2: Campaign and More Play

So, Riddle of the Sphinx is kind of a campaign game.  Included in the rulebook are two pages per campaign: The Adventure Map and the Constellation Tree.  

The Adventure Map has you “mark” off bubbles on how well you did when you finished a puzzle.   (There are multiple conditions you can satisfy, see below).

See above as there are Silver, Gold, and Heroic (above) conditions you can satisfy. Godlike not pictured.

The bubbles you mark off in the Adventure Map corresponds to how many bubbles you can mark off in the Constellation Tree! See above!  Basically, the Constellation Tree unlocks what are called Friendly Gods!  The more Friendly Gods you have, the more control you have when you attempt a puzzle (remember, God powers are pivotal to doing the riddles, especially if the powers are useful).

Rather than sully my pristine books, I went to make a copy of the two pages …  well, it’s too big for my copier, but you CAN just print them directly from Roxley’s web site.  So, to play a campaign, you need both pages (see above).  After every Riddle, you mark off how many achievements you did!  And then you can “maybe” unlock a Friendly God or two!

I used a pencil (see above): Warning! You should probably use a red marker or something VERY distinct.  It’s REALLY HARD to tell what you marked with a pencil.  Can you tell above?  Even zoomed in, I can barely read it!   Learn my mistake, use a more “colorful” writing implement so you can see the marks.

So, the first part of my Sunday was getting the Campaign maps marked up for my first few games, when I headed into more puzzles!

At one point, the Sphinx even made an appearance!

By the end of Day 3, I had played 6 Riddles and started my way into a solo campaign.

This is a puzzle; make no mistake about it.  It’s more puzzle than game.  I loved it. You may not.

Cooperative Play

     

So, this is different week: I am at Dice Tower West and not with my normal gaming group. I brought Riddle of the Sphinx with me to play it cooperatively with “some people”.  My core game group and I have a base level of trust and respect, so cooperative games are easy for us to jump into.  Sometimes, it’s a little harder to jump into a cooperative game with people you don’t know.  How did that go for us with Riddle of the Sphinx?

I met a real nice fellow named Charles.  He and I had a very frank discussion about the Alpha Player problem  before we started the game.  I worry, since this is more of a puzzle than a game, that Riddle of the Sphinx might drift towards having Alpha Players take over.  

From our very frank discussion, we made it clear that we would be supporting each other but still occasionally having suggestions: no Alpha Playering.   I admit, I had never thought of this solution to the Alpha Player problem: just talk about it and agree to not do Alpha Player each other.  And you know what? That worked fine!

Charles and I started from scratch and played the first 4 riddles (plus tutorial) in about 2 hours.  We had a good time and got some riddles done.  (Since I had played solo previously, I was able to shepherd the game and make it much faster to teach and learn).

Two observations came up during co-op play:  
1) Even though this is a puzzle (which tends to attract the Alpha Player more), because we have God Powers (i.e., assymetric powers: Charles had Asklepios, see above, and he was pivotal!), it’s harder to Alpha the other players because all the God Powers are very different.  It’s not impossible, but it does make it harder to keep track if each player is cycling through God Powers fairly quickly.

2) You can solve the game without burning your brain(s).  In a convention environment, you just want to have fun and play.  If you “ignore” the silver goals and just concentrate on “winning” a game, you can just do the gold goals, and the game isn’t too hard. It becomes a lot harder if you want to do ALL the silver goals!    You can adjust the level of difficulty of the game as you are playing!  You can choose to just go for the win, OR you can choose to get as many objectives as you want! The former is a more “light-and-fun” mode, whereas the latter is a more “brain-burny” mode.   

So yes, because this is more of a puzzle, it could have easily turned into an Alpha Player experience.  But, between diverting the Alpha Player with a frank discussion, and having the asymmetric God Powers, the Alpha Player Problem wasn’t a problem.

The puzzle was fun cooperatively.  

Curse and Blessing

One of things that blew me away was how easily I was able to learn the game as I wen by reading the little blurbs on the board: see above as a Riddle 3 game introduces “Blessings” and “Friendly Gods” to the base game.   I mean, this was absolutely a fantastic way to learn the rules.  New rules are explained AS THEY COME out, and it makes sense.

… until I turned the page and started working on the next puzzle.  “Wait, what were the rules for Blessings again?”  Once I had set-up the next puzzle, I couldn’t go back and re-read that rule.  Frustratingly, the rulebook sometimes didn’t have this same text.  How do I look up that rule again?  I did go to BoardGameGeek a few times, and I did Google some things.

This way of learning is both a blessing and a curse.  It’s a blessing because it’s so easy to jump right in, and the rules are on the page themselves!  It’s a curse because you can’t go back and re-read those rules once you’ve set-up the next puzzle.

The rulebook probably should have replicated the on-page instructions from the Adventure book  in the rulebook  (or somewhere). The same text I used the learn the rule would help me solidify the rules in my head.   If you feel like you CAN’T go back, it’s frustrating.  Imagine in a classroom:

“Teacher, could you explain the Blessings rule again?  I didn’t quite get it.” 
“No, that’s on a blackboard in another classroom.”   

I found the rulebook, especially for the Riddle of the Sphinx to not be great at helping me find rules and disambiguations. See next section for another example!

Occupied/Unoccupied

One rule that particularly seemed frustrating was the occupied rule.  You can’t build a piece on a space that’s occupied.  Or move onto a space that’s occupied.  In the base game, the only things that can occupy spaces are workers/figures or blocks/domes.  Is a coin or a blessing on a space considered occupied?  Physically, yes!! That coin or blessing coin is physically occupying the space, so it prevents me from moving there, right?  Intellectually, I think the idea is that the coins/blessings are just goal markers, so they are NOT occupying, just notating!! 

It wasn’t until 100% clear until Riddle 5, when one of the workers actually started on a space with the Coin (bottom left, blue worker), that coins don’t block you.  It’s pretty clear you can move through coins, I think, if you can start on a coin.  

The rules for Riddle of the Sphinx, and especially Santorini, are brief and succinct.  But I think they omit some clarity.  A few more sentences here and there would have helped.  This particularly issue seemed vexing, and I felt like I was “cheating” if I moved through/onto a Coin.  “It’s physically blocking me … should be it a game blocker too?”  I think that it is NOT a blocker but a notation … it could have been clearer.

Things to Watch Out For

Magnetic Clasp Not Secure: The binding holding the Riddle of the Sphinx box closed is a magnetic clasp.  It did’t feel very secure; I would recommend a rubber band or something to hold it more secure.  See above for my rubber band solution.

Use Bright Marker: When you mark bubbles on the Constellation Tree or the Adventure Map, don’t use a pencil like I did (see above).  Use a sharpie or red marker or something that really stands out.


Print out:  Rather than sully your Adventure book, just print out a copy of the Adventure Map and Constellation Tree from your printer.  See above. Not only do you keep your original books pristine, the copies from your printer will be on paper that you can actually write on (the paper from the original is very slick).

Conclusion

Riddle of the Sphinx is clearly more puzzle than game.  There are elements of randomness that make it more gamey (which base gods do you get, do you risk rolling a die, etc), but in general: this a puzzle.  You need to know that before going in; you may love the idea of a solo or cooperative puzzle using the base rules of Santorini!  You may hear that it’s a puzzle to solve and run screaming.  Do what you will.

The solo game worked really well; it’s easy to come back to because the rules are pretty straight forward, and it’s easy to save in campaign mode.    You can play as much or as little of the campaign as you want.

The cooperative game can succumb to the Alpha Player problem if you aren’t a little careful; Riddle of the Sphinx is a puzzle after all is said and done, and puzzles tend to bring out that Alpha Player.  We suggest having a frank discussion about the Alpha Player problem (it worked for us), or just play with a group you already trust and respect.  The rapid cycling of asymmetric God Powers did help alleviate the Alpha Player problem a little.


I would absolutely play Riddle of the Sphinx again as a solo game; it’s like an 8.5 or 9 out of 10 for me.  It was really fun, and the components were great.  The cooperative game, I would play again, because you can adjust the difficulty as you play.    I would, however, be very cautious of the Alpha Player issues before I suggested Riddle of the Sphinx  to a group, just because, as a puzzle, it’s too easy to fall into the Alpha Player trap.  That trap make it a little harder to get out as a cooperative game, so maybe it’s a 7.5 or 8/10 for a cooperative game.  It’s fun, it’s adjustable, but you have to be a little careful.

Good game.

War Story: A Choose-Your-Own Adventure Game Where Choices Really Matter

I pre-ordered War Story from GameNerdz on Oct 17th, 2024. I wanted to play it as soon as possible, so I went ahead and paid full shipping for it (I normally try to get to $75 or so to get free shipping); that’s how excited I was to get this! I paid for shipping to get it sent separately ASAP!

War Story arrived at my house on February 21, 2025 (I noted the date on the tab on the back).  Over about three days I played the entire campaign solo: one chapter a day for three days.  (This is a fully replayable campaign game, but you can also just play single chapters if you like).

What is War Story and why was I was I so excited to get it?  This is a Choose-Your-Own Adventure game set in World War II, but it is unique and different.

Let’s check it out!

Unboxing

This is a smaller box (see Coke Can above for perspective) but it’s actually quite heavy; it’s brimming with books!

There’s thee Mission Books (see above), three big envelopes, one small envelope, a status pad, cards, and tokens. See above: there seems to be quite a bit in here for a Choose-Your-Own Adventure game!

To preserve the longevity and replayability of the game, I went and made a few copies of the status sheets (see above).   See, even though this is a Choose-Your-Own Adventure game, it’s fairly replayable!   You need a status sheet for each game/campaign you play.

There’s a bunch of punchouts and tokens.  The cubes all have different uses that become clear as you play.  Spoiler: the orange cubes are the Nazis! (Although the are called red, they look more orange to me).

As you might guess from the components, there’s more to this game than first meets the eye.  Don’t be fooled by the Choose-Your-Own Adventure monicker: this is a pretty different game.

Rulebook

The rulebook is good.

The rulebook gets an A on the Chair Test: it can sit wide open on the chair next to me, within easy view when I need to see it (which is weird because the Mission Book completely fails the Chair Test: see more discussion below); they really got the Rulebook form factor right.

The Components and Set-Up pages are fine.  It’s a little confusing because the set-ups are intermingled between the mission books and the rulebooks, and there’s a few things that aren’t quite clear (unless you read closely): I had trouble finding where to setting the entry for starting tokens (at the top of the Status sheet).  Just be patient and I think everything reveals itself to you as you read.

And the Rulebook ends with a nice summary of Icons. 

One quick note: I usually don’t like it when rulebooks use “thematic” fonts (this one uses a typewriter monospace font: see pictures above).  This thematic font doesn’t detract too much from reading the rules here, so I’ll give it a pass.

Good rulebook.

Gameplay

There’s a few minor minor spoilers in the pictures below, but they are from the first few minutes of the first mission, so they shouldn’t spoil too much.  Out of context, they aren’t much of a spoiler, but feel free to skip this section if you don’t want any surprise.

War Story nominally plays 1-6 players, but honestly it’s just a solo game where the other players just all help decisions together (kind of like Eila and Something Shiny: see review here).   The player(s) lead a group of 8 resistance fighters in France during World War II.  Your first choice in the game is to choose your crew of 4 for the first missions.

These 4 characters, whose names you must write down, will serve as your Agents during the missions.  You use the tokens to mark where the Agents act (there are 2: one to keep on the card for and one to move into the field; this way you remember which agent is which).

Your Status Sheet gives you a hint of what can happen to your Agents as you play: Survived, Killed, MIA.  See above.  If you think all your Agents are getting out alive, well, good luck to you.

And again, notice we wrote their names down.   I think it brings an emotional connection to the characters a little more than usual.

At this point, you open the first envelope and being reading the Mission Parameters!  See the Top Secret note above (too small to see anything unless you go zooming in, but that’s on you). See above!  This tells you what you need to do to “win” this mission!

Off to the right of the Status sheet are marks for the Primary and Secondary Objective(s); did you succeed? Partially Succeed? Fail?  These will all influence your final score.  

From here on out, it’s all about making choices and reading from the Mission Book. (Mission Book page blurred on purpose).

As you read from the book, things will happen, you make choices turn to entry 17, make a choice, turn to entry 31, and so on.

You have Locations you can visit as you start, and what entry you get in the rulebook depends on the time of day.

As the game unfolds, you will be told to “advance time” and move to the next time space (see As we move fro Early night to Late night).  What this means; what happens when you visit a location depends on the time of day.

It’s a Choose-Your-Own Adventure game!  Player read and choose, read and choose, read and choose … until it’s clear their chapter is up!

Combat

You will get into combat as you play, and combat will also be resolved using a Choose-Your-Own Adventure mechanism.  That’s right, your French Resistance fights the Nazis using a Choose-Your-Own Adventure mechanism!  “Do you shoot the guy coming right at you? Read section 12! Do you shoot the guy hiding in the bushes?  Read section 701!”

And let’s be clear, your Agents can die.

Death

Death is part of this game. You kill Nazi guards with your gun. You blow up Nazis with grenades. And your Agents will die. See above as Christian is the only survivor of Chapter 1. He definitely has some PTSD going.

Granted, you are generally “trying” to sneak around to achieve your objectives, and usually the sneakier you are, the better. But, combat will inevitably come up. And even it though it might seem weird at first to use Choose-Your-Own adventure books as a combat resolution mechanism, it does work. In some sense, you feel more vested in the combat as you are making hard decisions: “Do I shoot the guy coming at me because he is an immediate threat, or do I shoot the guy trying to come up behind me who might be an even worse later threat?” Somehow it feels more immediate.

So, combat will happen. People will die. Your Agents might die. Or you might have to put a bullet in the Nazi’s head. Be aware that death is at the forefront of this game. If that sounds too intense for you, then I suspect this game is not for you and you should just get out now.

Choices Matter

I know some of you (including myself) blanche a little when you hear Choose-Your-Own Adventure.  I still remember (40 years later?) how random my first Choose-Your-Own Adventure book was: The Cave of Time (see above).  What seemed like the right choice lead nowhere and the dumb choice led you to a cool adventure!  It didn’t seem like your choices mattered, you just “did stuff” and see what happened.  Choices didn’t “really” matter; you were just along for the ride.

That is very much NOT the case in War Story.  Of all the Choose-Your-Own Adventure games I have played, it feels like this is the one where the choices matter the most.

First of all, there are other choices in the game besides which entry you read. There will be Skill checks: “If your Sneak is 4+, read entry 12, else read entry 11″. You can choose to raise your Sneak by using Advantage tokens (either from a shared pool or sometimes a separate pool, depending on the Agent): see tokens above. You start with a limited amount of Advantage/Firearms tokens, and you have to choose when it’s best to choose a middling result or when you REALLY need an extraordinary success!!!

Second of all, as the progresses, the choices you made earlier WILL AFFECT your outcomes.  Did you let that Nazi survive?  Maybe that was a good choice, maybe that was a bad choice, but either way … it affects what happens to you later in the game!  See the State Tracker above for game 2 as Events G and M were circled.  Was it good I left that Nazi alive and showed mercy? Or not? Was that Event G?  I hope that doesn’t came back to bite me!!  And it might bite you, or it might help you.

Your choices matter here. They really matter.

Emotional

So, this game is pretty emotional.  You feel … close to the war, you feel close to the resistance, you feel close to death.  My second game of the campaign, all my Agents on the mission died.

I was left with one Agent left (poor Francois) as I headed into Chapter 3.  How well could I do with one agent?  There was so much emotion as my entire squad died … and poor Francois was all that was left.

Over three nights I played through the story.  This game is pretty emotional. Be aware.  

Binding

I need to say something about the binding on the Mission books:  I hate it.  War Story uses the thick glue binding for a large book.   This binding does NOT stay open; it is the worst choice for board games!

We had this same problem with the binding on the Freedom Five books from last year  (see review here), and the binding on the rulebook for the Forests of Admiron (see review here), and the binding on the Batman: Gotham City Chronicles Solo/Cooperative Expansion (see review here).  This type of binding does not lay flat.

You can’t hold these books open unless you completely counterfold the books!  (See above as I try to hold the Mission book open with a little leather thingee).  Even then, the books don’t really stay open!  It’s very frustrating!  If you “slip” and lose your place in the book, you lose the page you were on, as the book closes on you!!!  In my third chapter, I slipped a few times and had to literally replay the introduction three times so I could find where I left off!  It was very annoying and almost put me off the game.

This binding does not work.  Please, I beg you board game companies, don’t use this binding ever again!

I came in to play this game the first day I got it … I was so excited!!!  I saw the binding on the Mission books and I was immediately turned off.  In fact, I was so turned off by the binding, I went inside my house and did my Income Taxes.  The binding was so debilitating that I did my Taxes instead of playing this WONDERFUL game.  

Conclusion

And I don’t feel like I can say too much more, because I don’t want to give anything else away. I liked War Story! This is NOT the Choose-Your-Adventure books of yore, where nothing really matters: this is a Choose-Your-Own Adventure game where choices really matter! And you feel like you have choices!

Be aware that War Story is not for everyone: it’s gritty and people will die.  Nazis will die. Your Agents will die.  You will actively take part in the resistance and shoot Nazis in the head.  But this was the life of the French Resistance in World War II.  I think this game really captures the spirit and vibe of that time.  

I can’t give it a rating except to say you will probably know if you will like it based on the description in this review. I liked it, and I am glad I played it: It felt very emotional and really captured the vibe of World War II (I think; I wasn’t there). But I think you will know if this is for you or not.

Dice Throne Missions and Dice Throne X-Men! A Solo and Cooperative Review!

Follow me, dear reader, as I invest three days of my life into unboxing, sleevening, tokening, and playing the new X-Men Dice Throne and Missions! Watch as I play solo (me vs. me solo and true solo) and cooperatively (with a group of 4), but encounter some unexpected things along the way! Hopefully my journey will inform you if this is something that would be for you!

 Dice Throne: X-Men and Marvel Dice Throne: Missions (and a whole bunch of stuff) arrived at my house at 12:30 pm on Monday, February 20th, 2025.  I was very excited to get this Kickstarter, so I happened to note the time when it arrived!  This was #2 on my Top 10 Anticipated Cooperative Games of 2024!  And it was “only” 7 months late! (promising arrival in August 2024)!  But what is this giant thingee?

The first big box in here is the Dice Throne: X-Men box; you each play a member of the X-Men!  This is a dice-chucking game with a Yahtzee-type re-roll mechanic: you roll dice, trying to roll a straight or full house or 5-of-a-kind (stuff like that) to activate your super powers!  These powers, when activated, nominally do damage or other crazy things to your opponents.   This is a fully competitive game where the heroes beat each other up: think of the X-Men Danger Room!   You are training in the Danger Room!  (That’s why heroes fight heroes, ya, that’s it: don’t ask too many questions about why heroes are fighting heroes….just enjoy the game)

But why are we talking about a competitive game on this solo and cooperative blog?  Because the second big thing that came with this was Marvel Dice Throne Missions! Marvel Dice Throne Missions (we’ll call it Missions from now on) is an expansion that takes the competitive Dice Throne system and makes the game both solo and cooperative!

The next three days of my life were consumed by the Dice Throne stuff above.  The Dice Throne: X-Men box and Missions box are very closely tied together, as you need a set of heroes to play the Missions! Although you can use any of the Dice Throne heroes (including the original Season 1, Season 2 (see review here) , and Marvel heroes (see review here)), we are going to look at Dice Throne: X-Men and Missions together!!! … because that’s how we played it …

Let’s go back in time and see how three days unfolded ….

Day 1: Unboxings and First Plays

Day 1 was a long day: I got the box at 12:30pm and pretty much unboxed, sleevended, tokened (yes, that’s a word … now), and played non-stop until 8 at night!  There was so more unboxing  and sleevening and tokening than I expected …

What arrived at my house was a giant box! See Coke Can above for perspective.

The crazy thing was that this was a box in a box in a box in a box situation! See above!

On top of the Dice Throne: X-Men box (above) were all the acrylic tokens and some of the figures (right).

Day 1: The Figurines Unboxing

You don’t need the figurines for plain Dice Throne.

The figures are only for the cooperative expansions Dice Throne Adventures or Missions, as figures for the board … you don’t need these figures at all to play competitive plain Dice Throne!  See all eight figures above in the package … and below on a Missions board.

Because the original Marvel Dice Throne did NOT have an option for figures, they included that option here in this Kickstarter! See above for the Marvel Dice Throne figures and below for their standee equivalents!

To be clear; the X-Men Dice Throne (and Marvel Dice Throne) come with cardboard standees so you don’t need to buy the figures (see below for X-Men Dice Throne punchouts, including the standees).

If you are on the fence for buying the figures, remember: they aren’t strictly needed!  You can just use the standees and “probably” buy the figures at a later date if you are so inclined.

Day 1: Acrylics and Sleevening

Another upgrade I got were the Acrylic tokens; again these aren’t necessary.

The acrylic token upgrades packs are for Marvel Dice Throne, X-Men Marvel Dice Throne, and Missions—These just replace the cardboard tokens.

Again, the games include all the tokens you need, so these acrylic tokens aren’t necessary.  I really thought they made the game pop a little more, so I liked them.

I also picked up the premium sleeves: see below.

Again, strictly not necessary. But very nice!

After ooggling the figures, basically, I spent the next 2 or so hours putting the acrylic tokens and sleeves into the X-Men Dice Throne character boxes! 

Whew! Look at all those tokens above!! See below for all 6 characters sleeved and … tokened? (yes, it is a word now: I’ve used it twice).

Yes, this was a long and tedious 2 hours.  But the characters looks great!

Oh yes, and Deadpool wants you to know he is an expansion!  He is a character you can play (he also came with this Kickstarter, but he is a separate expansion you have to pay extra for). I went ahead and unboxed, sleeved, and tokened him too.  See above.

Day 1: First Play

As a reminder, you “probably” don’t want to jump into Missions (cooperative) if you haven’t played the base Dice Throne (competitive)!  See the warning above from the Missions rulebook.

I love Dice Throne, but it has been a while since I played. So I decided to do a Me vs. Me solo game, and play against myself!  This was mostly to remind myself of the rules and see the new characters! Those of you out there are thinking that I will “pander” and play Wolverine vs. Deadpool.  Nope!

I ended up playing Wolverine vs Cyclops. Me vs Me!

Basically, I’d literally switch seats when I had to play the other character: I always like this swapping because it really feels like you are playing both sides well!  

It was an interesting match: Wolverine won, but just barely.  Cyclops looks like he will do best in a cooperative game, as his abilities have some emphasis on helping other players!  He has leadership cards and support tokens/abilities that help others!  Wolverine just heals and does damage … as you’d expect.

This game was reasonably quick, maybe a hour? It went by pretty quickly and I got to learn about Wolverine and Cyclops.

Day 1: Missions Unboxing

Yes, we are still in Day 1.  I told you this was a long day!  But a good day! I finally got to unpack Missions!

The most AMAZING thing is all the little mission books that come with the game!! Holy cow!!  See how many there are?  I put a Coke can next to them for perspective!

My only real complaint with the missions is that they are hard to keep open! We’ll see that more later.

There’s some Momentum dials (this is a new mechanism in the game: each character gets a dial), Allies (another new mechanism: these must be bought with Momentum), and some other tokens.

The Momentum is a major new mechanism in the game; you can actually level-up your Momentum card (as you play more games)!

I mean, this looks great!  See above!

At the top is a tray for tokens: see above.

There are a lot cardboard tokens in Missions … but I ended up replacing them with the acrylic tokens.  This took about the next hour of my life.

At first, putting tokens in the token tray looks VERY DAUNTING.  And it is. Until you notice the side of the box!!! See above!!  The side of the box shows you how to put the token into the tray!

Sounds like an easy job?  Oof.  This was the most tedious thing I did on Day 1.


I basically had to separate out the tokens into piles and start putting them into the box, all while trying to match the picture on the side of the box!!

I mean, it does look cool when you are done … see above.

Finally, I sleeved the Alllies:  these sleeves were extra (I had to pay for them).

But they look pretty cool.

Day 1: The rulebook

There are a few things I have to say about the rulebook.

It completely fails the Chair Test: it droops over the edge of the chair and almost falls off!  

I ended up using the workaround I discovered in my review of  Batman: Gotham City Chronicles!  You need two chairs to hold the rulebook, with the spine in the middle!

The rulebook was generally good otherwise: it had a good components page (see above).

It had a good two-page spread for set-up: I got going right away.

The rulebook had a big, readable font, useful pictures, and even little parenthetical text to emphasize issues.  

The best part was that the back cover had a list of all the statuses on the back.  This was generally a good list of statuses and their effects, but we did have some questions as we played… some of the status descriptions needed more clarification.

This was generally a good rulebook, but I hated the form factor.  It seems like the worst form factor I have seen in a while.  I actually had to change chairs in my cooperative game so I could sit somewhere where I could set-up the the two chairs to see the rulebook! The rulebook is huge and there is no almost no way it’ll fit on the table.

Day 1: Set-up for Solo play

I know, it’s hard to believe we are still in Day 1.  I had just finished dinner, and I am still setting up my first Mission!  

Missions have two sides; the front side is generally fighting some henchmen … (see above)  …

… and the back side is Boss Fight (Scarlet Witch in this case.. see above)!

To win the mission, you need to complete both sides!  See above as I start setting up side one of the mission … and get grumpy that it won’t stay flat …

I chose Wolverine to go on the solo mission: see above!  Note that the rulebook suggests the mission above to start on … so that’s the one I am playing!!  This is true solo play; I will be playing one character as I take on the Henchmen … on side 1 of the mission.

Day 1: Side One of the Mission

I was approaching the end of my Dice Throne Day (yes, I am still in Day 1!!!), as I got a chance to try out solo play with Missions on side 1 of my first mission.

Momentum is a huge new mechanism in the game: you are rewarded with Momentum when you take out a henchman or something in the game!  It’s kind of like experience points, but it’s a little more dynamic in that you can spend it anytime!  You can spend Momentum to give you range (typically, you can only attack things next to you) or to buy Allies.

The Allies give you extra abilities/powers that make the game more interesting. They typically can be used for a “minor” ability without discarding, or for a “major” ability if you discard it (see Nick Fury above). 

What I liked was that when you “cleared” a bad guy, you put down a clear token (see above) to note that he was dispatched!  And the token reminds you of the 2 Momentum you get for killing … I mean clearing him!

Another major mechanism is the Crisis Clock: at the end of each round, the hands of the clock move 1 per player and may invoke some harsh penalties (depending on the mission).

There’s other things going on, but that’s generally most of it!  See above as I cleared the board and made my way towards fighting Doc Ock!  …. but that would have to wait for tomorrow … it’s been a long day!

Day 2: More Missions

I had to work most of Tuesday, but after I got home, I was consumed with playing more Missions!
Note!  When you flip the mission to the other side, you keep you character’s Hit Points, Momentum, and everything the way it was!  While you reset BETWEEN missions, you DO NOT reset when you FLIP the mission!

The Boss Fight side of the Mission 1 basically just has you straight up fight the big boss! And the Crisis Clock is much more damaging!

You are in harms way as you actively are right next to the Boss! See above!  No moving away!

One interesting note; there are tokens that, if you end your turn there, you get a bonus.  So, you can get the +2 token if you go to space 3 above. But if the space has the red tokens underneath, you always get those … but only AFTER The bad guys attacks you!  And there is a cost for moving to a space with red tokens … the boss typically does more damage (crit) to you!

In the end, I defeated Doc Ock pretty handily; I think my Ally made this much easier.  

I went into the Boss Fight with 15 Momentum and basically kept the crisis track completely under control using Nick Fury.

After you defeat a Mission, the player gets “Perk Points”!  These are another thing that are kind of like experience points!  You use them to make your character better.  You may spend some Perk Points to start the next mission with a little more momentum, or have a focus fire, or other things!

There are 6 levels of difficulty in the game; they are marked on top of the mission sheet you choose. See below.

You reallllly don’t want to try harder missions until you have some Perk Points from previous missions!   So, while this isn’t a campaign “per se”, the game encourages you to keep playing and get Perk Points so you can handle more difficult missions!

You could always cheat and just give yourself a bunch of Perk Points to level up yourself ….

I moved on to a harder mission: level 2!

You can really see the Mission board problem above …

Sauron’s Hunger was my second mission … and I had a blast!

Wolverine went after the tree so he could get the Perfect Reward (see above) and more Perk Points at the end of the game!

The second side of the Mission was another Boss Fight: see above!

This one was a little harder, but I expected it to be for a level 2!

In the end, I was able to win and finish another Mission!  It was definitely a little harder. I had two missions under my belt, and I looked forward to another!

Day 3: Cooperative Play

With two days of solo play and set-up experience, I felt ready to teach my friends! We ended with a 2-hour Mission fighting Doc Ock again!

This was a 4-Player cooperative game.

I took Cyclops because I wanted to test his Leadership abilities.  Sara and Teresa took their favorite characters: Ororo and Rogue (respectively).  Sam doesn’t know the X-Men as well, but he knows Wolverine.

Although we beat the first side of the mission, we lost to Doc Ock as he killed two of my players.

Solo Play

The solo play was a hoot to me!  I kept wanting to do more Missions and get more Perk Points!! What are some of the other missions that lay ahead??  Wolverine is probably a better character to play solo; he is good at damage and he can heal himself.  I worry that Cyclops or other heroes might struggle with hit points a little.

I had fun, I was engaged, and I felt like all my rolls mattered!  

I was able to push my luck (and I usually hate dice games), but usually there is a good roll or card that can help you get “something good” on your turn.  With Wolverine especially, even if you didn’t have a good roll, the lesser abilities typically healed him, so something good always happened.

Over the course of two days, I had fun.  I was engaged, and I saw how important Allies are (especially their Exhaust ability) and how Momentum worked.   These are both new things to the Missions mode and they really made me feel like I always had more options.

I would give the Missions solo mode an 8.5/10.  It was great.  It may be that you have to choose a hero that works well with solo; I am not sure Cyclops would have done as well.

Even the me vs me solo mode was fun! Not quite an 8.5/10, maybe 7.5/10, but that was a fun way to play solo too!

Cooperative Mode

This was a surprise for me: my friends didn’t enjoy cooperative Missions very much.  And they (mostly) love the X-Men!!!

Although there is simultaneous play keeping everyone involved (you only serialize your turns when you do damage; all other times, every one is rolling and re-rolling and playing cards simulaneously), no one felt like there was a lot of cooperation.  As Sara said, “it feels like Dice Throne is not a cooperative mode and this feels a little forced.”

I even played Cyclops to try to elicit more cooperation: I’d always say “Hey! I’ve got some support tokens!  Use me! I can help you reroll or get CP if you need it!”  … and I think my players used me once.  And I tried really hard to get them to use me!!

You might think that “Well, your players don’t like co-ops, or they just don’t like to co-operate” and that is patently untrue!  I play co-ops all the time with this group!!  And they cooperate very well together!  For some reason, this just didn’t work.  And Sara even said, “Eh, you can cooperate, but there are many other co-ops I’d rather play.”

I actually have a theory about this!  When we played King of Monster Island a while ago (see review here), we liked the King of Monster Island game, but it also seemed to not promote cooperation as much!! Why? It also has the familiar Yahtzee re-roll mechanism (roll 3 times, keep the ones you want) just like Dice Throne Missions!! And while that mechanism is very engaging, people seem to become TOO engaged in that to the point they don’t cooperate!  It’s a weird thing to say, but too much engagement on your own stuff lessens the cooperation!  And I think that’s what happened here: we all got so caught up in our own characters, we forgot to cooperate!

Maybe this problem would go away after repeated plays, but you have to want to continue playing! And I am sad to say my group mostly doesn’t really want to play this again.

Having said that, maybe if you have a group that really likes cooperative multiplayer solitaire games (no Alpha Player), maybe this is something your group might enjoy!  There doesn’t seem to be a lot of cooperation, just a bunch of heroes beating up stuff and rolling dice!  Maybe that would appeal to your group!

Reactions

Rich: I liked the game solo a lot! 8.5/10: I was engaged and I liked my decisions. Cooperative was probably a 7/10? I still liked it but there wasn’t much cooperation.

Teresa: I got to play Rogue! And I had fun! 7/10

Sara: I don’t know, I just didn’t think it was great.  There wasn’t much cooperation, and even though I love Storm, it wasn’t that interesting to play her.  There are a lot of other cooperative games I’d rather play.  The cooperative mode just feels tacked on. It was okay.  6/10

Sam:  It was okay. 6/10.
Sam actually had a very full write-up on his cooperative experience, which he emailed to me!  I will reproduce that at the end of this review, after the Conclusion.  Read that for another perspective!

Conclusion

I expected X-Men Dice Throne and Missions to go over like gang-busters!  And while it did for me (for the solo mode especially), my group wasn’t that impressed with it.  

The game has gorgeous components, even if you choose not to upgrade everything.  My only real complaint was the Mission mats frequently has trouble staying flat.  This looks like a comic book world on the table, with its colorful villains, colorful heroes, and gorgeous dice and cards.

I think the cooperative mode didn’t go as well because people tended to be too focused on their own mat and their own rerolls … and this self-focus seemed to actually discourage cooperation!  I thought that my group, who love the X-Men, would adore this!  And they did not.

As a solo game, I am very comfortable giving this an 8.5/10.  I will play again, and I look forward to getting more Perk Points to try harder and harder missions!

As a cooperative game, it feels like the game lands at a 6.5/10.  Although Teresa and I would play it again as a co-op, I don’t think Sam and really Sara would.  For more details, see Sam’s Perspective below.

So, that’s my journey: Three Days of Dice Throne!  I loved it! My friends … not so much.  Your group may still love the cooperative Missions especially if they love co-ops that are more multiplayer solitaire.

Sam’s Perspective

Overall score: 6 – would play again if everybody else wanted to but X-Men as Wolverine combined with the Missions mode isn’t something I’d necessarily request or suggest (I could see it being 7-7.5 with avengers)

 
TLDR version:
I feel like this is turning into a scathing review and that’s not my intended tone. This particular combination of theming (X-Men aren’t really my thing) and components (flat printed enemies against hero minis didn’t really feel like we were fighting bad guys) just didn’t land for me.
 
The essay:
Because I’m an uncultured swine :), I’m not familiar with X-Men or their lore or anything other than the Deadpool movies (1 and 2) and being able to pick wolverine out of a lineup. Therefore, the characters didn’t really speak to me and I was unable to appreciate the references/accents/etc. Because of the movies, Doc Oc is also linked as a spiderman villain in my mind. 
 
I feel like I could have used a “sparring match” or two of the competitive version to get used to my character before taking him against the villains cooperatively. 
 
The components felt a bit jarring – minis for us vs enemies printed on the map just felt like I was standing around and taking swings at air. I feel like I would have felt more immersed if the bad guys were also minis (even though they didn’t move) or if we were flat tokens in the same plane as our opponents. 
 
I can’t quite put my finger on it but the movement and momentum mechanics also felt a little bit off to me.
 
I remember enjoying the original dice throne (though I missed out on the adventures and the original marvel set) probably because it was a set of generic archetypes I could get into – the rogue, paladin, gunslinger, monk, pirate, etc. 
 
I think I would also have enjoyed this more with the “original”marvel characters (avengers) even without having as much time to get into how my character works. Wolverine might also have been too simple – basically 9 variations on “get angry, hit hard, heal” depending on what you rolled. It didn’t really feel like I had much to set up and pull off, just wander around and try to roll good combinations so I could swing really hard at the air where an enemy was.
 

 

Top 10 Cooperative Light/Party Games of 2024!

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What’s a party game? A party game is usually a casual game you can pull out with a fairly large group of friends and jump right into!  Many, if not most, of the cooperative party games we see are Cooperative Guessing games, where the players collectively guess something based on clues from a clue-giver! 

Surprisingly, the year of 2024 produced quite a number of cooperative party games! That’s right; cooperative party games! And most are Cooperative Guessing games! We saw some really good party games on the Top 10 Cooperative Party Games list … and here’s 10 more below just from 2024!

10. Word Traveller

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Player Count: 2-5
Ages: 10+
Time: 30-45 Minutes
Type: Cooperative Guessing

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Like many of the games on this year’s list, this is a Cooperative Guessing game!  In this game, a clue-giver will give word clues to “guide” the others around the board, trying to get to a destination on the board!

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This feels a lot like the cooperative word guessing games Mystic Paths or Landmarks (see below), as you use words to imply directions to travel.  What makes this a little different is that the words you choose refer to tourist spots in the maps!  There are 4 maps in the game for London, Paris, New York City, and Tokyo!  See below for the map of London!

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This is a real unique game and has some really neat idea in the crowded cooperative word guessing genre!  

9. Landmarks

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Player Count: 2-10
Ages: 10+
Time: 20 Minutes
Type: Cooperative Guessing

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Landmarks is a cooperative word guessing game where one player gives word clues, trying to guide the rest of the playing (cooperatively guessing) to water, treasure, and finally the exit!  This game is very similar to a game called Mystic Paths where players are moving across a map of hexes.

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There’s also elements of Codenames in here, as the clue-giver has a hidden map as he tries to guide the players around the map!  

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We have played this game with several groups, and it seemed to go over pretty well!  It takes a few plays to get the sense and spirit of the game, but once you do, it is fun.  Some people didn’t love this (because sometimes it was just too vague or the map is wonky), which is why it’s lower on this list.   The components are quite nice (with the cloth map and dry-erase hexes), and it was generally fun!

8. Adventure Party

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Player Count: 3-8
Ages: 10+
Time: 20-60 Minutes
Type: Cooperative Guessing

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This looks like a role-playing adventure game (see picture above), but it’s actually a role-playing game PARTY game!  It even says that on the cover! 

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It’s quite silly as a game; a player will have to do an activity and then roll a 20-sided die (secretly) behind their character shield (see above).  The Berserker has to open the door; what does a “19” mean?  The player then roll-plays what they do (based on the number they roll) and the other player have to “guess” what the roll was on based on what they roll played!  It’s a silly game that just gets sillier as you play it!

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In fact, it’s so simple to play this that the directions for how to play are summarized very well on the back of the box!   See above.  My friends and I had fun playing, pardon me, ROLL-PLAYING this silly adventure party game.

7. Message From The Stars

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Player Count: 2-8+
Ages: 11+
Time: 45 Minutes
Type: Cooperative Guessing

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So, this is another cooperative word guessing game, but it has elements of math and it is quite thinky.   I love this game because it’s so unique and interesting, but some people just bounced off it because of its weird blend of math and wordplay.

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Players plays as two teams; a team of aliens trying to communicate with a team of humans!  Teams communicate single words to each other to establish some ideas!  What letters you use in your words matters, as well as what concepts/words you are trying to communicate!  It’s great fun with lots of deduction … if you grok the game.

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This is a great game that can play 2-8+ people, and you can pull it out casually … once everyone knows how to play.  The biggest problem is that it takes some brainwork and time to figure out this game.  This is probably the most thinky game on this list, and why some people might not classify this as a party game .. which is why this is only #7 on this list, despite how good a game it is.  See our review of Message From The Stars here to see if you might enjoy this! (Remember, Codenames is classified as a party game, and it’s quite thinky too!)

6. Expressions

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Player Count: 2-5
Ages: 14+
Time: 15 Minutes
Type: Cooperative Guessing

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Many of the games on this list as cooperative word guessing games; this is a number guessing game!  This has a lot of deduction as players can either guess a card a player might be holding (like cooperative go-fish) or give a clue (which feels a little like The Crew).

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This is basically a cooperative go-fish game with elements of deduction/clue-giving (ala The Crew).  It’s probably the second most thinky game on this list (after Message From The Stars).  But this is easy to pull out, quick to explain, and quick to play at only 15 minutes! It does take a few times to get the hang of it, but people seem to want to play again!

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5. Da Da Da

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Player Count: 2+
Ages: 8+
Time: 15-30 Minutes
Type: Cooperative Classification/Guessing

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This is an odd duck of a game. Players take a bunch of black and white pictures and collectively classify them using only a few words, like “DA” and “BLUMP”.   Basically, the group is coming up with a language for describing shared traits using a few very simple words.  These few words are the ONLY communication that players are allowed!

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In the first part of the game, the players collectively classify all the pictures together using only those few words (like “DA” and “BLUMP”) as they point and move pictures.  In the second part of the game, new pictures are introduced and the players have to try and figure out, using only the new language of those few words, the new thing.    As long as you have a group that doesn’t annoyingly repeat the weird little words ad naseum, this is a fun game … it’s almost a linguistics experiment!  

It sounds like it can’t work, but my group really enjoyed it!  This is one you might want to try before you pick it up; some people will be annoyed by it, some people won’t get it, but some people will love it!  Our groups loved it!  Maybe yours will too!

4. Link City

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Player Count: 2-6
Ages: 8+
Time: 30 Minutes
Type: Cooperative Guessing/Classification

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This is a game that I didn’t like as much as everyone else, but it was such a hit for everyone else, I had to put this on the list!   One player (the Mayor) puts city Locations out, and the other players have to guess where he would place them based on the locality to other Locations in the game!

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The Mayor rotates every turn, so a new player has to decide what Locations go where!  It’s all about building the municipality, but with some real silly decisions!

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My friend Kurt loves this game and we’ve played it a number of times when he has come to visit!  If this sounds like fun, I suggest you give it a try!  A bunch of people I know and like really like this game!

3. Spotlight

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Player Count: 1-5
Ages: 6+
Time: 15 Minutes
Type: Cooperative Searching

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This is such a neat game!  It’s a very simply premise as players search a shaded picture for certain figures, counting them up!   Each player needs to find them independently on their own sheet!  If they find “enough” together, they can stay ahead and win!

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The sheer fun of this game is the clever sheets that are have darkened plastic.  When you place a white surface underneath, the picture comes apparent!  See the “fully darkened” picture above … and the picture with a white spotlight below!  

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There is no batteries or magic technology here; it’s just a white surface underneath making the plastic easily viewable!

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This game has worked really well in so many situations!  I have played with little kids (like 5 years old) and older adults, and big kids, and even though this “looks like a kid’s game”, people really love the Spotlight mechanism!  It’s just so cool!

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2. Wilmot’s Warehouse

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Player Count: 2-6+
Ages: 8+
Time: 30 Minutes
Type: Cooperative Memory/Cooperative Guessing

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Wait, this is a cooperative memory match game?  Yes, and it works surprisingly well!  This is probably Sara’s favorite game of all the games on this list! 

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Players draw tiles from a bag and cooperatively “come up with a story” for the shape and place it in the warehouse.

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After placing a bunch of tiles down, players must try to cooperatively remember what tile was what by trying to match other tiles to it!  It’s wacky and the stories people come up are really funny!    It’s surprisingly goofy, but it’s really easy to explain and jump into! See our review here to see see why Wilmot’s Warehouse is much better than you expect!

1. That Escalated Quickly

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Player Count: 2-8
Ages: 10+
Time: 15 Minutes
Type: Cooperative Guessing

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This was a bit of surprise as our #1 choice for the best cooperative party games of 2024, but it just kept coming to the table all this year!  And we all loved it! Players get asked a silly question like: “What do you tell a vampire to get him to turn you?”  (See back cover above for more questions)  And then everyone gets 1 (or 2) cards from 1-10, and everyone has to answer that question so that 1 is least likely to get turned, and 10 is most likely! But without revealing their number! (Much like Adventure Party from earlier)

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The guesser has to take all the answers and sort them from lowest to highest .. if they get them all in order, it counts as a point!  (You can have upto one mistake)  

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Like all good party games, the points don’t matter, and you just keep playing, not really caring if you win or not!  This is a mass market party game from The Exploding Kittens people; I picked it up at Target, so it’s really easy to find!  Check it out!  Hopefully you will enjoy it as much as we did!

A Story Unfolds: Review of Tales of the Arthurian Knights (Solo and Cooperative Modes)

Tales of the Arthurian Knights is a cooperative and solo storybook game. What’s a cooperative storytelling/storybook game you might ask?  Take a look at our Top 10 Cooperative  Storytelling/Storybook Games for more discussion of this genre!

Tales of Arthurian Knights is a follow-up to the hugely popular storybook game Tales of the Arabian Nights, (another massive storybook game) … but the original is not cooperative!

What makes this “Tales of …” series of these games so impressive is the size of the book(s) that come with the game! Players basically make skill checks and have adventures from this book! See the book from Tales of the Arabian Nights above!

Now, the original game Tales of the Arabian Nights was a competitive game (although my friend Greg always argued that it was kinda a co-op), but Tales of Arthurian Knights has added a true solo mode and a true cooperative mode! Let’s take a look!

Unboxing

The size of this box feels pretty standard, except that it is a pretty tall box! It’s also quite heavy! See the Coke can and #2 pencil for perspective on the size.

There are a TON of cardboard sheets to punch out! A ton I tells ya! See above as I use the Coke can to demonstrate how tall the pile of cardboard is!

But what makes this game heavy and a storybook game … is the storybook.

This is a hardcover storybook! And it is very thick! See the Coke can again measuring its height!

Underneath the storybook are a bunch of cards.

That’s what’s in the box … let’s take a closer look at some of the components!

The Rulebook

The rulebook was pretty darn good.

The components page shows just about everything, but here’s a little warning: you should be careful about how you punch some stuff out (we’ll discuss this more below).

The set-up is across two pages and has a picture and correlating notations; it works great.

There’s even a Bibliography (!) and A Pronunciation guide! That’s right! You can tell the people who made this game really care about the Arthurian Mythos! This care shines through from the very beginning, and manifests in the writing!

In general, this was a good rulebook: the fonts are big, the pictures help understanding, and it seems well organized. And the game gets an A- on the Chair Test: I can keep the rulebook open on the chair next to me, and it stays open and flat so it is easy to consult!

And the rulebook even ends with a QuickStart guide on the back: see above.

This was a good rulebook.  The only major fault with this rulebook was that it didn’t have an Index (which is weird for a game that has a Bibliography and Pronunciation Guide), but it wasn’t that big of a deal.

Storybook

The storybook is GORGEOUS! It’s a hardcover! The entire game centers on the stories that come out of this book!

Even the paper is nice (it’s not cheap paper by any means), and it has a built-in bookmark … what?? See above!

The binding on the book is very high quality! I still do that thing you do with new textbooks; slowly open the book and let pages fall left-and-right to ensure I don’t break the binding. (Am I the only one who does that?) See above.

The font is easy to read and it’s high quality: and no, the above isn’t a big spoiler: it’s the VERY FIRST ENTRY every game reads (but it shows what the font looks like).

Most entries in the book have you read some text to the current player (or yourself if you are playing solo), and presents you with a choice … something like … Do you want to use HONOR to solve this issue or PIETY?  You make a skill check against that Skill and read the appropriate SUCCESS or FAILURE.    

See above for an example for a reward (from the rulebook). Getting a SUCCESS usually gives you extra Skills, extra Ranks in Divinity/Villainy/Romance, or Statuses.

This storybook is just gorgeous (you said that Rich … I know, I know, it’s just so awesome).

Punchouts

There are a LOT of punchouts for this game (see above): BE WARNED!! I don’t think you need to punch them all out at first.  Each player takes the role of a Knight of the Round Table (see above: there are 8 possible Knights).

You really only need to punchout the components for THAT KNIGHT! Most of the tokens I need to play Sir Palomides (see above) are just on HIS SHEET; so there’s no reason to punchout EVERYTHING.

I played Sir Lancelot in my first solo game.

I only punched out the components for Sir Lancelot … I didn’t have to punch out everything!

I hate to say it, but I wish this game came with baggies. I stole baggies from some other games I have, and used those. Basically, I give each character THEIR OWN BAG for tokens (and the other shared components go into other bags).

You will to punchout the Skill tokens: every Knight gets 12 (which only some become active as you play).   I made separate bags for each set of 12 tokens.

In fact, there are 8 sets of Skill tokens (even though the game only plays 1-4 players): Why? Because you can  be ACCOMPANIED and have a companion who has skills … like I said, I just punched out the Skill tokens and put each 12 into separate bags (for a total of 8 separate bags of Skill Tokens, and 8 different bags for the 8 characters).  

This game really needs baggies I think.

So, be wary: if you punchout everything right when you open the game, you might want to have a bag per character to store their stuff. And 1 bag per 12 Skills. And a few more baggies for other components.

The SKILLS give you bonuses to certain SKILL checks: See above as Lancelot gets +2 on Peity, Shield and Sword, and Honor SKILL checks.

Status Cards

As you play the game, stuff happens to you. And this is represented by the STATUS cards! Each player gets a stack of STATUS cards which may become activated as you play.

The nice thing is that STATUS cards can expire! See above as I am IMPRISONED! As the start of every turn, if I can’t escape my prison, the STATUS token (red dot) moves down, and if it ever moves to the last space, the STATUS goes away naturally! I have to say, after some games of Tales of Arabian Nights, I got stuck in prison and couldn’t get out! At least with this “expiration” mechanism, I won’t get completely stuck!

Quests

What generally “directs” you in the game is the QUEST!  Every player starts with a STARTING QUEST (see above) and that directs you to places on the map to “do stuff”!  You don’t HAVE to do these quests, but usually the rewards for QUESTS are worth it!

There are many places where you can get more QUESTs as you explore, but if you never have one, you just draw from the QUEST pile!

Your QUESTS have a very pick-up and deliver feel; you usually have to visit 1 or 2 Locations on the map (see above), and do “something” (SKILL check, standard encounter) to finish the QUEST.


The QUEST locations are notated with your little markers (see above).

Destiny

To win the game, you (solo/cooperative group) need to get enough DESTINY POINTS: see above.

How much DESTINY you need depends on the number of players and the difficulty you choose. For example: The solo game at SQUIRE level requires 35 (see above), and a 4-Player cooperative game requires 126 DESTINY!

You mostly get DESTINY from two sources; completing  a QUEST (see above) or succeeding on a SKILL check.  There are also other ways that come up in the game, but those are the most likely sources.

The Map and Encounters

This is a big game where you explore the world, hunting down QUESTS as you move around the map!  Just about everything you do has someone read “something” from the storybook!

The most common encounters (standard encounters) are in the game are made up from two decks: a FEATURE deck (which has an adjective and the last two digits of a 4 digit number) …

And the ENCOUNTER deck, which is frequently a traveller.  The LOST KNIGHT will be entry 1215 in the storybook!   See above! And that will be the encounter for that Location!

Every encounter in the storybook is a 4-digit number (see above).

And that’s the basics of the game; explore the world, go on QUESTS, read from the Storybook, make skill checks, and try to get enough DESTINY to win!

Solo Play

So, there is a solo mode in this game (thank you for following Saunders’ Law), and it is “generally” well-thought out; but there are some issues.  

Let’s be clear; even though Tales of Arthurian Knights has a solo and cooperative mode, it is a competitive game first.  Most STATUSES and QUEST cards have “another player” make a choice for you!  See above as ENSORCELLED STATUS has another player, who is your competitor, make choices for you!  

So, when another player is supposed to make a choice for you, you instead draw a card from the SOLO/CO-OP deck (see above) and that makes the choice for you! 

For example, if another player were to choose a REGION, the card above instead specifies what to do.  Same with City, Terrain, or the STATUSes LOST, ENSORCELLED, or MAD.  Don’t know what to do?  Draw a card!

The problem is that there are still ambiguities that come up.  Which Forest space?  Which sea space?  There’s a whole page discussing how to place things from those cards, and it’s still not 100% clear sometimes; Honestly, it’s a little bit of a wart on this system.  Rather than get bogged-down in some detail, I’d get “about” where I was supposed and just pick one.  It’s better to move forward than get obsessed. (Because this game can very random, it feels very silly to obsess on some of these rules).

Besides that one issue, the solo game worked pretty well. See above as I had the board set-up!

This is a true solo player game: the solo player plays one character! See above as I played Sir Lancelot. Player proceeds pretty much as the main game; just get enough DESTINY to win!

What this means, of course, is that the solo player has to read all the text to themselves. You have to be a little careful not to read too far ahead, as you can see what the “difficulties” are when you really shouldn’t: “Choose PIETY or HONOR” (oops, I accidentally saw that HONOR needs a 4 check, but PIETY is a 6 … I’ll just go with HONOR”): you aren’t really supposed to know the difficulty of your checks. You are supposed to choose the check based SOLELY on the type of check, nothing else! So, it’s easy to “accidentally” cheat and see what the SKILL checks are.

But, if you can survive 12 rounds (you have to play a full 12 rounds) and get enough DESTINY (see above as I do!), you win!

The solo experience is fairly sedate; you read to yourself, you roll the dice, you make choices. It was fun, and I really enjoyed the text, but it’s a quiet experience with a lot of reading.

The solo mode is a great way to learn the game, but I didn’t love it because it was so sedate. It was a good way to learn most of the systems of the game, and I might play it again solo. The solo mode is a 6.5 or 7/10? It works, and it teaches the game, but I didn’t love it (especially with some of the ambiguity).

Cooperative Mode

Cooperative mode, on the other hand, was a rolicking good time!

It’s hard to believe, especially since the players are reading from this tome all the time, but the game was such a HOOT! What happened was that we read the book with silly voices! We quoted Monty Python and the Holy Grail all night long!

Some of the best things that happen in the game are when you FAIL and the story just gets crazy! Sara’s story was so wacky as she had three lovers, including Morgana! We laughed as Dame Enid’s Villany track escalated as she kept three lovers! In the meantime, Sir Galahad struggled to keep his Villainy down! Sure, you make choices as the game proceeds, but you may or may not make it … it’s all the crazy things that happen!

Let’s be clear, this is not a “silly” storybook game like Wandering Galaxy (see review here), Freelancers (see review here), or Forgotten Waters (see review here)! Those game are built as silly from the ground up! But Tales of Arthuran Knights is nominally a serious game (I mean, it’s got a Bibliography for goodness sake), but the moments that happen, the plot twists, the fails, the wins, are all kind are electrifying! The mood of the game is light as Monty Python quotes fall from the tongue (“Bad, naughty Zoot!”) and players giggle at your wins and losses! “Wait, Dame Edid has THREE lovers now??? Save some for everyone else, Sara!!”

My players loved this game! They gave it an 8/10, which is especially high for Sara!

The only thing that would have made this more fun is if it were more cooperative! We certainly enjoyed reading to each other, but at the end of the day, the game was pretty much multiplayer solitaire as we each had our own adventures! Had there been mechanisms for “questing together” or “moving together”, maybe that would have elevated the game to a 9/10 or 10/10? Don’t get me wrong, we LOVED this game, but we just wish there were a little more cooperation …to be clear, there’s plenty of interaction among the players, as they read to each other and choose entries, so there is definitely full engagement, but that’s sort of outside the game (in the running of it). The actual cooperation in-game is pretty much non-existent. Again, this game is great, but it’s not a cooperative touchstone by any means.

Overall, my friends loved this game.   It was so fun!

House Rules

One possible set of house rule to encourage cooperation might be the following:
1) If two (or more players) are on the space or move through each other, they can “pick-up” and “drop-off” other characters during movement. This might allow some sharing of movement points and encourage players to move together and move quicker around the map. They have to talk and discuss strategy!
2) If another character is with you on an encounter, that other player can spend his DESTINY (we would assume players get their own DESTINY even if needs to be shared) to up SKILL roles: discard DESTINY on a one-for-one basis to increase the check!!! BUT you could only do that if someone ELSE did it, not the person in the encounter! (I think this means each player would still get their own encounter though … it’s just travelling together allows players to influence each other)
These two House rules might help engender a little more cooperation. They would obviously need more some balancing (I think it might make the game slightly easier), but it’s easy to just up the difficulty level by one and see how you do!

What I Liked

Failure is still good! We didn’t mention this when we discussed SKILLS, but even a failure is good! First of all, sometimes a failure is interesting or even funny from a story perspective, so that good! More importantly, a failure on a SKILL roll almost invariably leads to “gain experience” in that SKILL and up it by 1! For example, If I fail a DIPLOMACY SKILL check, I will learn from it! “Oooooohhh, that’s a good example of what NOT to do when negotiating! Lesson learned!” .. and my DIPLOMACY goes up +1!

The Game Is Electifying Cooperatively! If you have the right group who is just a little silly, will quote Monty Python, and read the text with silly accents, this game is just electrifying and a fun romp! I think to enjoy this game to the fullest, you have to “lighten up” a little and just enjoy the ride!

Cooperative mode:  The original Tales of the Arabian Nights was fantastic, but it was a competitive game!  By Tales of Arthurian Knights being cooperative, it seems to “lighten” the atmosphere a little.  In general, this new version just seems more approachable.

What I Didn’t Like

Time is wrong: After many solo and cooperative plays, I think the playing time is off. I’d say it’s more like 1 hour per player (plus set-up and tear-down). It’s not a big difference, but it may keep you from playing the 4-Player game!! The 3-Player game at 3 hours is just about the right time.

Ambiguity/Extra Complexity: In the solo and cooperative mode, you depend on the solo/coop cards to resolve ambiguity when placing Locations and other things. Unfortunately, sometimes the rules are just ambiguous or at the very least contorted for placement! See above as we place on Sea spaces, which require looking up the rules for placing Quest Markers which span almost an entire page! In the end, you still just “Place the Marker on the location closest to the indicated City that matches the correct terrain type (including Sea space, if required)“. I think, if you study page 17, you can resolve most things, but it’s much more complex than it should be. This can really take a light-hearted game and bring it down: “Please give me a few minutes to look up this rule!“. In the end, we just kept the game moving and made the best choice on the card to keep the game moving.


Reboxing:  I think you will struggle with the reboxing.  Even with little baggies (which don’t come with the game: make sure you get some), you may struggle to fit everything in the box.  

Randomness

Let’s be clear about one thing: this is a story you (hopefully) get swept up in!  Although you do “level-up” as you play (your SKILLS get better and better, and your Renown goes up, etc), it’s still kind of a random game.  

I get the LOST KNIGHT encounter randomly (see above) which might be great for my SKILLS, or it might be sucky!   Stuff happens to you, and you roll dice.  This is a game with a lot of randomness!  The dice make the SKILL checks more random!  The encounters you get are random! The QUESTS you get are random!  I normally hate all that randomness, but it works here!  Why?

Because this is a story that you get swept up into!  Maybe, like Dame Enid, you’ll have 3 lovers! Maybe, like Sir Lancelot, you’ll have no love in your life, but get the plague and save others from the plague!  It’s all about what happens to you as you play! It’s all about the well-written story, the shared experience, the aloud reading, and the silly fun with your friends! It’s random, but it’s fun.

To be clear, Tales of the Arabian Nights was even MORE random (and that could be a bit much); at least Tales of the Arthurian Nights has backed off on some of the randomness and improved upon the original (with expiring statuses, upgrading skills, and upping reknown).  If you didn’t like Tales of the Arabian Nights, this may still appeal to you.  If you like Tales of the Arabian Nights, you may find this even more enjoyable!  It’s a slightly less random experience. 

Conclusion

What a great time! I think that Tales of the Arthurian Knights might be my friends’ favorite game we have played in some time! They both give it an 8 or 8.5/10: it would actually be higher, but the game is mostly multiplayer solitaire! The game is very interactive, but just not particularly cooperative. We did suggest some House Rules to encourage a little more cooperation; see previous section.

The solo game works, but it’s just a little less fun because you are just reading to yourself as random things happen to you. What makes this game great are the crazy things that happen to you when you are with your friends! That shared experience of failing and being swept up in the story is so much more satisfying when you are with your friends! So, I didn’t love the solo game: The solo game is still respectable and will teach the game: 6.5 or 7/10.

In the end, this is best as a shared experience where players get swept up in the story and don’t care too much about “winning”; it’s all about the experience! It’s all about the story!

If you are willing to quote Monty Python and the Holy Grail, be open to the story that unfolds around you, read lots of text, and enjoy this with a light heart, I think you might really enjoy Tales of the Arthurian Knights! Be aware that there is a lot of reading, so if that doesn’t sound like fun to you, you may want to stay away from this game.

Fellowship of the Crew! A Review of Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game

This is a mouthful of a title: The Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game.   See the full title above!  BoardGameGeek lists it as The Fellowship of the Ring: Trick-Taking Game. Whew! We’ll stay with the “shorter” title.   

I ordered my copy directly from Asmodee, and it arrived mid January 2025.  I tried VERY hard to get the game as soon as it came out!  I was very excited for it!!  I saw a TON of reviewers get it earlier in 2024, but as a plain-old boring paying customer, the earliest I could get my copy was straight from Asmodee’s web site in January 2025 (after pre-ordering it back in November (?) 2024).

So, what is this game? It’s a small-box game for 1-4 players, Ages 10+ with a “listed” playing time of 20 minutes. That time is reasonable accurate for describing a single game, but this is, at its heart, a campaign game! So, it’s a campaign of 18 chapters, and each chapter can have multiple games. So, a chapter is “not necessarily” one game, but many times is. (After you complete the campaign, there is a standalone mode so you can continue playing).

This game (you’ll notice I am staying away from saying the full name) is a cooperative trick-taking game! Players work together to take tricks, but under certain conditions! One of the biggest parts of the game is that it is a Limited Communication game: players are not allowed (in any way) to discuss the cards in their hands as they play. All they can do is deduce what other people have by what cards they played.

Those of you paying attention might say “Hey! That sounds like the Crew! That’s a cooperative trick-taking game too, right?” Yup! We liked The Crew quite a bit, as it made the #2 position on our Top 10 Cooperative Space Games! There’s a lot of similarities between the two: they both have ongoing campaigns that start easy and get harder, they both are smaller box games, and they both are Limited Communication games. The best description of Fellowship of the Ring: Trick-Taking game is Lord of the Rings meets The Crew. But there are some interesting differences, which we will discuss!

Unboxing and Gameplay

This is almost exclusively a card game. There are 3 decks in the game: the intro deck (far left), Part I deck (first 12 chapters) and Part II deck (last 6 chapters).

So many cards. See above.

There are some tokens; the purple tokens are used to notate “required” characters: when you play, ever player must take a character, and certain characters are required for certain chapter. The big Ring card is used to denote when Rings have been played, and thus allow leading with them (see more discussion below).

This a trick-taking game, so there are suits. Rather than “boring” hearts, spades, diamonds, etc, the suits are thematic Shadows, Hills, Mountains, Rings, and Forest. See above.

Each player will assume the role of a Lord of the Rings character (you may assume multiple characters depending on the player count).

Each character has a win condition: in order to win a game, you (usually) hav to satisfy all characters’ winning conditions!!! Notice Frodo’s “win” condition: he must win 4 or more of the Rings cards in the tricks he wins.

Pippin’s win condition is to win the fewest tricks: see above.  You’ll also note that at the start of the game, some characters are allowed to “exchange” cards with other characters.  You can’t still talk about your cards in hand, but you can give away obvious cards.  For example: you really don’t want Pippin to have too many high cards (since he has to lose most tricks), so you may give away an 8 of Hills.

An interesting rule of the game is that a player can’t lead with a Ring card unless a Ring has already been played into a previously won trick (by being sloughed off when a player couldn’t match the lead suit).  The Ring token is on the black-and-white to show: “Nope: you can’t lead a trick with a Ring suit“.

Once at least one Ring has come out, then Ring cards may be lead!  See the colorful side of the Ring above!  It now means “Yep! You can lead tricks with Ring cards now!“.

There are lots of little special rules in the game. For example, after dealing out all the cards, one card is always “lost” (to make the math work, there is always one extra card). But Gandalf has a special rule that he can take the lost card into his hand!

Each character is dealt a hand of cards and uses those to play a trick-taking game! The holder of the 1 Ring always starts the game. Frodo is almost always in play, and he always starts with the 1 Ring: see above.

Players continue playing until all their win conditions are satisfied … and they win! If, at any point, the win conditions can’t be satisified, the game is lost. In the campaign, losing means you just play the same game again until you win (usually).

A winning game moves to the next … game.  In the beginning of the campaign, that usually means the next Chapter: these are called “Short games” (see below).

Later in the campaign, you may have to play multiple games to advance to the next chapter.  These are called “Long” games (see below).

If you can get through all 18 chapters of the campaign, you win!

Solo Play

There is a solo mode for the game! (Thank you for following Saunders’ Law!) Given that The Crew (the game that this will be compared to over and over) DID NOT have a solo mode, this is huge!

The solo mode has very different rules than the main cooperative game! During the main cooperative game, all cards are dealt out, and the players (cooperatively) make decisions about what to play based on what they see in their entire hand! See above as a cooperative player has a whole bunch of cards!

In the solo game, the solo player assumes the role of 4 of the characters, and only gets “part” of each hand (4 cards each to start)! See above as Chapter 1 has the solo player playing 4 characters with 4 cards each!

Each character gets 4 cards (see above) and will get a new cards after a trick is taken! So, the solo player has to decide how to play cards based on seeing ALL Characters cards, but not all cards per hand!

So, this is a solo mode which requires the solo player to operate 4 characters! Normally, I worry about the intellectual overload, the context-switching between characters, and general maintenance. But it’s really not an issue here! Each character is very simple to operate: they don’t have special powers, they simply have a special winning condition. It’s really easy to look at the board (see above) and get a sense what each character should play!!

The solo mode requires you to look at all the cards in all the hands of all the characters and make decisions to achieve their win goals. That sounds daunting, but it really isn’t. You know EXACTLY what each character will play; what you don’t know (for sure) is what card each character will get next. The randomness in the solo game is based on what card each player gets next round. I never found this randomness too debilitating. I had a few games where the cards went against me, but it was easy to replay that game … remember, this is a 20-minute game, so any randomness in the deals (even if it completely sucks), will be over soon and you can play another game.

Said another way, I didn’t think there was too much randomness in this game to make me dislike it.

To emphasize the point that this is an easy game to get into, let me tell you that I played through the entire 18-Chapter solo game when I was sick! I wasn’t at my best, but the LOTR trick-taking game is really easy to get into! Each game is “only” 20 minutes or so, so when I got tired when I was sick, I could go take a nap, and come back again!

Let’s be clear, even though the solo game is easy to pick-up, easy to play, and easy to keep coming back to, there’s still a lot of engaging decisions! Part of the reason I liked the solo game so much was that it was engaging and “distracted” me from being sick!

The amount of manintenance as you play the game is pretty minimal; it’s real easy to play solo. But there is a lot of maintenance between games: Honestly, the worst part of the game is the constant shuffling. You need to make sure you do a really good job shuffling the cards, because a bad shuffle may cause you to lose the game! So, I ended up doing a pile shuffle after every game just to make sure thing were shuffled!

As a solo game, this game is a huge win! It’s easy to learn, easy to play, and engaging enough to keep coming back to! Like I said, I played the entire 18-Chapter campaign solo when I was sick, and it was great! It’s easy enough to play when you are “distracted”, but fun enough to keep you engaged!

Major win for having a solo mode: What’s the score?
The Crew: 0, Fellowship of the Ring: Trick-Taking Game: 1.

I liked the solo game, and even though I have defeated the entire game, I will keep it in my collection to play again solo.

Cooperative Mode

So, there are actually several cooperative modes based on the number of players. It “feels like” the best way to play the game is 4-Players (or 3-Player). (The 2-Player game is really very different; I can’t comment on that as I never got a chance to play it. I have to admit the 2-Player mode looks very daunting).

My 4-Player group sat down and played though 12 games (8 chapters) in one night over 3 hours! They won most games pretty handily, but it kept getting harder and harder! By game 8, they had to replay it 3 times! Game 8 features Tom Bombadil pretty prominently, and the joke was that game 8 was just as annoying as Tom Bombadil!

The major differences between the solo and 4-Player cooperative game:
1) The solo player sees all hands, but only a limited number of cards
2) The cooperative player sees all cards in their hand, but only can see their hand

The Limited Communication rules are VERY Clear from the rulebook: you pretty much can’t talk about anything except public information, such as player’s winning conditions and special rules.  Anything in your hand can’t be discussed AT ALL!

After playing through 8 Chapters, my friends basically said they liked this better than The Crew and it was more thematic! They liked the art, the cards, the character win goals.

The Crew: 0; Fellowship of the Ring: Trick-Taking Game: 2 (theme, art)

I like to point out that the Crew has the “very limited communication” with the communication tokens.  I actually prefer that part of the Crew: I don’t love that there is NO communication really in this game (but see below). Recall, in the Crew, every player “can communicate” once at a critical juncture with “highest card” or “lowest card” or “only card.  There is no such mechanism in Fellowship of the Ring: Trick-Taking Game: the rules for limited communication are pretty brutal.

The Crew: 1 (has some critical communication); Fellowship of the Ring: Trick-Taking Game: 2 

One Ring To House Rule Them All

Let me tell you what happened in the 4-Player cooperative game: when choosing characters to play, my friends ended up talking a little about which characters to choose. “Oh, I should probably be Pippin, my hand sucks.” “Ya, I can be Tom Bombadil I guess”. Here’s the thing: the rules are VERY CLEAR that they can’t do that!

I read the rulebook aloud to my friends: this explicitly say they can’t do this …
“During setup, players should not discuss character preferences, as this may reveal information”

My friends hated this rule! This is the one and only chance to really communicate on the game, and they felt like it made the game more fun! “Give us SOME choice! This is a house rule for us!”

I didn’t mention this, but I ended just watching and shepherding my friends through 8 chapters (I was the fifth wheel and didn’t play). And watching my friends “discuss” which characters to play seemed to engage them and made them talk! They REALLY had fun picking characters! I think it also gave them more “skin” in the game, as they weren’t just “saddled” with a character, they had a choice in the pick!

It’s very explicit in the rules that players can’t reveal any intent on characters, but I think that’s a mistake. I think the game is more engaging and more fun if players have some choice there! Honestly, this helps combat the problem I have with this game: there’s no “special communication” allowed (like The Crew!). Watching the game, it was VERY clear that allowing the players to help choose their characters was more fun, so we made it a house rule:
“Players can communicate preferences for choosing characters, but just can’t reveal what’s in their hands”.

With the house rule:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 3 (house rule)
Without the house rule:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 2 (no house rule)

The Campaign

The Campaign is … just the game getting harder and harder.  The campaign follows the story in the book really well; one of my players is a big Lord of the Rings fan, and they noted how well the Chapters followed the book.  But, at the end of the day, each game is pretty much independent of the previous game.  There is no “levelling-up”, there are no major penalties for losing—each game just gets “harder”.   Certain characters are “revealed” as you play, but generally the campaign is just harder and harder games. It’s a linear campaign.

If you were looking for a more operatic campaign with levelling-up, branching narrative, satisfying punishments, debilitating punishments, and state changing, this isn’t the game for you.  But, if you want a bunch of games in a row that nominally follow the plot of the book  The Fellowship of the Ring (without too much maintenance in between), this is a good game for you.

What Do You Do When The Campaign Is Over?

There are rules for playing the game after you finish the campaign: see rulebook above.  Honestly, I would just rather play the campaign again; the campaign is easy to reset, and setting up games “post campaign” looks messy.  

What I Liked


The art:  This stained-glass art for the characters was very thematic and very appealing.  The art on the Mountains, Rings, Shadows, etc. suits was also very thematic.  The art and theme is much more appealing in this game than the Crew:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 4(with house rule and art)

The Characters: The character art and win conditions were all very interesting. One of my players pointed out they liked that the win Conditions changed every time, but they followed the characters! The Crew is a little different in that the win conditions just a condition. I think it’s a win for the Fellowship of the Ring: Trick-Taking Game that there are characters. Having characters makes the game a little more engaging! For my group at least.

The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 5(with house rule and art and characters)

Solo mode: The solo mode is good. It’s easy to get into, and it’s easy to start/stop it at any time. We’ve already noted that the Crew does NOT have a solo mode, whereas this does.

What I Didn’t Like

Communications too limited: I think the Crew has the major advantage by giving players “chances” to do communication at critical times: There is no such mechanism in this game. I don’t want to undersell this point: this is one of the major reasons I adore the Crew! The whole idea of communicating a critical piece of information at JUST THE RIGHT TIME is such an engaging and interesting mechanism in the Crew. There is nothing like that here.

I will say that the House Rule we proposed (allow characters to more interactively choose characters) goes a long way towards alleviating this issue.

So much shuffling! Just be aware how much shuffling there is … you may want to sleeve your cards. Since each game is only 20 minutes, these cards get touched and shuffled a lot. I currently don’t have my cards sleeved, but maybe I should.

Conclusion

The Lord of the Rings Fellowship of the Ring: Trick-Taking Game is a fantastic game that I think people will adore. I watched as my group just jumped in and played 3 hours, and they had a ball! I watched as I played solo over the entire campaign, and I had a ball!

The best description I have of this game is The Crew meets Lord of the Rings!  It’s a very thematic co-op, at least moreso than The Crew.  My friends all preferred this over the Crew … but only if they had the House Rule that they could talk more about character selection.  Watching them play cooperatively, I would strongly recommend this House Rule: it really seemed to make the game more engaging for my friends!

The solo game was very engaging and I would play it again.  

This is a very easy game to jump into, either cooperatively or solo, and it’s easy to play (with lots of fun decisions).  I personally prefer The Crew over this (because of the critical communication rule), but my friends all preferred this game.  If I want to play solo, I can’t play The Crew, but I can play this.

Great game. I will keep both The Crew and Fellowship of the Ring: Trick-Taking game in my collection, but it appears my friends all prefer Fellowship of the Ring: Trick-Taking game.

You might want to sleeve your game if you pick it up.  My cards have started getting a little grody.

Top 10 Solo Board and Card Games of 2024

What makes a good solo game? I find them when I typically start playing solo games to learn that game cooperatively for my friends. If a game starts to enchant me and I can’t stop playing it solo … there’s something to it! All the games on this list were games I played solo to teach my friends … but then I kept playing! Some of these games will end up on either my Top 10 Cooperative Games of 2024, some but of them will end up on my Top Cooperative Expansions of 2024, but one things for sure … they are all great solo!

For more great solo games, see last year’s list: Top 10 Solo Board and Card Games of 2023!

Honorable Mention:  Solo Project PEGASUS Campaign for Marvel United 


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After getting Marvel United Multiverse Season 3 with all of its content, I was very taken with the Campaign Decks (see below and see review here), but I was saddened to learn there was no campaign for the Project PEGASUS saga (see above)!

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 So I spent many many weeks developing my own campaign using all of the Marvel United content!   This is a print-and-play campaign for Marvel United! I played this campaign solo over and over and over again (multi-handed with 2, 3, and 4 characters) as I playtested all the the different combinations of characters! There is no game I played more solo this year than the Marvel United: Project PEGASUS campaign!

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It’s awkward to put this on our list since I developed it, but I had so much fun playtesting it solo over and over for weeks and weeks, I had to acknowledge how much time and how much fun I had with this!  If you liked the Marvel United Campaign Decks and wanted more, check out the free Project PEGASUS Campaign here!

10. Skytear Horde: Monoliths

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Now, Skytear Horde: Monoliths is a standalone expansion in the Skytear Horde universe!  This is a great little solo and cooperative tower defense game!  But you might ask: “Why isn’t this on the Top 10 Cooperative Expansions of 2024 instead of this solo list?”  That’s a very good question!  It’s because, although this is a really good expansion with great components and cards, the game really works best as a solo game.

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We tried it cooperatively (see our review here), and it was just okay. It’s significantly better as a solo game!  It feels like most of the balance and playtesting was done as a solo game, so it can’t really go on our Top 10 Cooperative Expansions of 2024 list …  because it really is best as a solo game.

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It’s got some great components and some really great art!  Take a look at our review here to see if this is something you might like!

9. Batman: Gotham City Chronicles + Solo/Cooperative Expansion
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So, you can’t play Batman: Gotham City Chronicles solo without both the base game (which came out years ago) and the Solo/Cooperative Expansion (which came out this year)!  In order to get to the cooperative game, I had to wade through learning the original base one vs. many game, then learn the solo game, to finally learn the cooperative game! Whew!
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Now the cover of the Solo/Cooperative Expansion looks great! See above!

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But there were some major production issues with the expansions as: 1) The English translation still had some scenarios in French!  And 2) The binding on the solo/cooperative rulebook is terrible!  It’s impossible to hold open!  See above as I came up with a kludgy workaround for that!  Objectively, I feel like I had to give this game a 5.5/10 since the production had issues!

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Yet, even after all those issues (and the sheer complexity of the game), I still enjoyed being Batman in this solo romp around Gotham City!  Subjectively, I gave it a 7/10 because I felt like I was Batman!  Because of the production issues, this has to fall close to the bottom of the solo list, but I still enjoyed this overall!  See our review of Batman: Gotham City Chronicles Solo/Cooperative Mode to see if this might be something you enjoy!

8. NYC: Emergency Room
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This might strike you as an odd pick: A Medical Mystery game!   I picked this up at Target and really enjoyed playing through the mysteries of the game!  Instead of solving a boring old murder mystery (sarcasm here: I loved my murder mysteries), you are doing research, asking questions, running tests, and trying correctly to diagnose a patient!  

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There’s only a limited number of mysteries per box (see the envelopes above), but if you ever wanted to play a medical mystery and diagnose like Gregory House, this is the game for you!

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I love my murder mysteries (remember: Suspects made the #1 spot on my Top 10 Solo Games of 2023), and this was a great spin on that genre!  See our review here to see if it’s something you may like!

7. Everdell: Duo

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I wasn’t expecting to like Everdell: Duo as much as a I did!  My first playthroughs were a bit “clunky”, as the game has some fiddly bits and documentation issues you have to get through.  But once you “get” how the game works, it’s quite fun! (I also never played the original Everdell)

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To play solo, you have to man both the tortoise and the hare as they build their respective cities!  See above!  There’s a lot of thought about when you share, when you place workers, when you buy, and when you draw cards!  You are looking for the combos to help both the tortoise and the hare!  It might “seem” like both the hare and tortoise are playing multiplayer solitaire games, but as the game opens up to you, there’s more collaboration between the two than you might think!  

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That delicious (solo) collaboration plus the beautiful components and the cute vibe of the game put this on my solo list!  I am just as surprised as you are that this made my solo list!  My only concern (which is why it’s at #7) is that can be at the whim of the card draws, but most of the time there are so many ways to pivot around that! See our review here to see if this might be something you like!

6. Rise of the Unfolders: Tidal Blades 2

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I didn’t know a lot about the original Tidal Blades when I backed this, but Tidal Blades 2 looked like a fun little cooperative dungeon crawler.  Holy Cow! I was blown away about how good the gameplay were and how great the components were!

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As silly as it sounds, they did such a great correlating the colors, giving bases for the monsters, and generally making the cards very readable!

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But the coup de grace was the card system where you could choose a card, a row or a column, activating everything there!  This was such a unique and different combat system, it really made this game stand out.  The game is better with more people, but I had such fun playing through (most) of the campaign solo!

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See our review of Rise of the Unfolders: Tidal Blades 2 to see if this game might be of interest to you!

5. Robinson Crusoe: Collector’s Edition (primer)

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This is an odd duck of an entry; the Collector’s Edition of Robinson Crusoe arrived this years (3 years late, which made a lot of people angry) and had some amazing minis and components … for a worker placement game that probably doesn’t need them!

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See above for one of the Sundrop worker placement tokens!!  Did I really need this?  Nah! But did I love it? Ya!

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In the end, the reason this made the list (besides how stupidly nice it looks) was because of the Introductory Campaign Scenario Book!  I love Robinson Crusoe, but I hadn’t played it in 5 years! The Introductory Campaign gave me an excuse to enjoy a nice 5-Game campaign in the world of Robinson Crusoe!  Over about a month, I’d play a scenario on a weekend and just have a good old time in this world.   Good times!  It reminded why I like Robinson Crusoe so much!
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Check out our review of the Collector’s Edition of Robinson Crusoe to see if this might be something you might like! 

4. Marvel United: Campaign Deck.  Dark Phoenix Saga

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The Campaign Decks (see above) came with Season 3 of Marvel United: Multiverse.  These decks takes all your Marvel United content (and I mean ALL of it) and gives you some “stories” or campaigns to run through.

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The Dark Phoenix Saga is a campaign centered on the X-Men from issues #131-137 back in the Byrne/Austin/Claremont days. This campaign takes you through a story, lasting 5 battles (or more) as the X-Men fight the Hellfire club, others, and (spoiler!) deal with Jean Grey turning into Dark Phoenix.

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This was a heart-breaking, soul-wrenching campaign as I played through one of my favorite Marvel X-Men stories!  I can’t share too much, but it was a great solo experience over a number of days.

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See our review of the Campaign Decks to see if this might be something you might like!  Some spoilers included, but they should be well marked!

3. Aeon’s End: The Descent

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This one was a late comer and almost didn’t make our list! It came in late late November, just before Thanksgiving!  I ended up playing cooperatively with my friends and had a grand old time, but the solo experience was truly phenomenal!

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First of all, Aeon’s End: The Descent has true solo play (which makes it a lot easier to jump into)!  And all the new Mages and ideas it adds to the system were … surprisingly fresh! Even after 8 years, this standalone expansion breathed new life into the Aeon’s End system!

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But, at the end of the day, it was the new module called Friends and Foes that made this stand out so much!  This new module adds new ways of winning and losing with some interesting ideas, but what it does best for me was mitigate the problems with Variable Turn Order!  

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Playing through the four Chapters of this narrative campaign was a thrill!  The story was pretty good (once you got into it), and the new ideas generated throughout were fantastic.  I played a different mage in every chapter and just had a ball figuring out how to play each new mage!  Sure, you can play this campaign with many people, but I really enjoyed unravelling this story as a solo play.  See our review here of Aeon’s End: The Descent to see if this might be something you enjoy!

2. Sammu-Ramat

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Any other year, this probably would have been my #1 game of the year!  I went back and forth a number of times, so this could easily be my #1!  Sammu-Ramat is basically a cooperative euro-puzzle game; it immerses the players into Queen Sammu-ramat’s rule of Assyria in 9th century BC, as guided by her advisors.

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It’s kind of a war game, as you fend off invaders, but it’s also a euro game gathering-resources games, but it’s also a logistics puzzle as you try to balance keeping the kingdom defended and fed!

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You can play either a one-shot (which is a great way to jump in), but it really shines as a 5-game campaign where you leave the game state as set-up for the next game!   This game was such a great surprise!  I adored playing it solo, especially through a campaign (although it needs a little house-ruling).   I really wish it could have made my #1 spot because it was so good. See out review of Sammu-Ramat here to see if this is something you might like!

1. Set A Watch: Doomed Run

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This game has no right to be the #1 spot; this is a giant campaign game in the Set A Watch Universe.   First of all, of the Full 7 Game Campaign games I played, I ended up playing two of them cooperatively!  So, that means I only played 5 of the games solo! 

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And to play the campaign, you must have ALL The Set A Watch Content! And I mean all!! (Including the Outriders deck)!  This means: Set A Watch, Set A Watch: Swords of the Coins, and Set A Watch: Forsaken Isles!!!  See how it takes up one half of my table just to separate the different games above?

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And Set A Watch also has the solo problem that “you must play 4 characters”, so that’s not ideal either: see above as I try to operate 4 characters!

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Despite all that, this game spent 11 days taking over my table, and I had a ball playing through it mostly solo!  Once you know Set A Watch, especially solo, it’s such a fun game!  I know, this really has no right even being my favorite solo game of 2024, but I had so much fun playing it (mostly) solo, it has to be #1.  See our review here to see if Set A Watch: Doomed Run might be something you enjoy!

Wandering Galaxy Review: Who’s Wandering Here?

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To be clear: you are wandering the Galaxy, but it turns out the Galaxy itself is wandering (if you believe the intro text)! Wandering Galaxy is a cooperative adventure game for 1-6+ players and it is set in spaaaaaaaaaace!  This is a silly cooperative game that kind of feels like Firefly if it were a comedy (with just a little bit of Star Trek thrown in). (I mean, Firefly is already kind-of a comedy, but I digress). (But this may be too many parenthesis).

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Wandering Galaxy was on Kickstarter back in July 2024, and promised delivery in December 2024.  And you know what?  They made it! My copy arrived about December 20th, 2024!  With some qualifiers … see below …

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See above: So, the game wasn’t QUITE done, but the only thing left unfinished was the App. My physical copy arrived but the app still needed some work.  To be fair, I was able to play some of the game before the end of December, so it’s enough to say “Eh, close enough”.  I’ll call it on time.

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Let’s be clear!  Wandering Galaxy requires an App (or the Entry Book … more discussion later if you are violently opposed to an App).

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They say “App”, but it’s really more of a web portal situation: point your web browser at WanderingGalaxy.com and go!  It reads the text to you!!

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So, what is this?  Wandering Galaxy is a cooperative campaign game with many different mechanisms: story-telling, worker placement, bag-building, deck-building, pickup-and-deliver, and even a little bit of a real-time!   It is both paradoxically a lighter game and a heavier game!  The gameplay is light and fluffy and moves along quickly, but there’s a lot of stuff underneath the hood that keeps this from being “just” a dumb little game!

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What do I mean by this? Let’s take a look below!

Unboxing

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So, this is a pretty standard sized game box, about Ticket To Ride sized. See above with Coke can for perspective.

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There’s a decent amount of stuff in here! See above!  Lots to punch out!

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There’s a lot of tokens to punch out! Whew! Luckily the game includes some bags!

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There’s also a fair number of cards in the game: remember how I said this was a deck-building game? There are the cards for your decks!

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I got the sleeves for this: 9 times out of 10, if a game says it’s a deck-building game, you should probably sleeve it.  (This might be the 10th game).

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I spent WAY TOO Much time sleeving all the cards. See above!!!  This card-sleeving was one of the first things I did when I got the game.  I will say, after a few plays, I am not entirely convinced that this game needs sleeves.  If you didn’t get the sleeves, meh, don’t stress: I don’t think you needed them.  (I am addressing this to my friend Kurt who didn’t get the sleeves).

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But there is a nice box for holding all the cards, with little dividers that clearly mark sections.  And it looks like it would fit WITH or WITHOUT sleeves just fine.  Little tip: it may look like some cards are missing (because of missing numbers), but probably not!  Some are missing for “future expansion”:  Check this BoardGameGeek thread for more details: Anyone missing cards?

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There’s a lot of other punch outs for the stations … see below.

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There’s a lot here, but it is very cool looking!

Rulebook

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This rulebook … isn’t great.

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It flops over on the edges, probably get it a D on the Chair Test.

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In the end, I had to use the standard workaround of putting out two chairs with the spine in the middle.

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There’s a lot of stuff in here, but I also found there was a lot of stuff missing.  For example: The travel section discussions were unclear: Do you spend 3 power on each section? Do you have to stop in each section on your way to your destination?  The answer to both questions, according to this BoardGameGeek thread, is yes!!!  I think you will find yourself on BoardGameGeek a lot when you have questions!  Apparently the designer is very responsive on BoardGameGeek if you have questions, he answers quickly … so that’s good.  There is also a Discord channel (mentioned when you bring up the app).

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What I found is that the App is very good at helping you set everything up!  I tended to use the App for all my set-ups and only use the rulebook to look up a few rules.  In general, the App taught “most” stuff.  A lot of things were in the rulebook (and there’s even an index)!  But there was still a lot of stuff missing that you will have to look at BoardGameGeek for … Another example: What does a damage token do?  It’s unclear unless you read this BoardGameGeek thread!!

So, quick summary: use the App when you can, use the rulebook with the index if you have to, then use BoardGameGeek if things are still unclear.  You might go to BoardGameGeek more than you like. 

Story-Telling

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Everyone gets to play a different character in this game!  The art and style of the minis sets the tone for the game: see above!!  It’s very nice art, but with just a hint of silliness.

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Each player chooses a character to play: there are quite a number of characters, and they each have their own special sheet.  See Muze above … that was my first character!!! I ended up making a copy of the character sheets (using my crappy home copier; it was good enough) so I didn’t mess up the original sheets that came with the game.  (There are a number of these sheets included with the game, but you can either print them yourself or just order more sheets from the web site if you don’t want to sully the sheets).

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These character sheets are two-sided; the back has your “back-story” (no pun intended).  You fill out the little questionnaire on the left, and that informs your Story So Far… (on right side of the sheet).  This gives you some items and sets the tone for your hero!  This is part of the Story Telling aspect of the game.

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There’s also a sheet for the spaceship (I also made a copy as to not mess that up either).

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Of course, the App itself has most of the story!  It’s pretty cool; it’s narrated with different voices and is pretty funny.

I would say, first and foremost, this is a Story-Telling game.  All the other mechanisms in the game support that central tenet.  You are all characters being swept up in this space opera!

Worker Placement

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I’d say the next mechanism that you feel is the Worker Placement part of the game.  The Location book (above) has the location on the left and the Worker Placement spots on the right.

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Players look closely at the Icons on the worker placements places and place their dudes there.  This is cooperative worker placement, as you are all trying to work together to get certain things done.  To avoid too much “analysis paralysis” or “Alpha Playering” here, the players have 45 seconds to place their dudes!  (That’s the extent of the “real-time” part of this game.  if you were worried about me saying real-time, relax!  You can almost even ignore the real-time part … it’s really just to keep people from taking TOO LONG to play their dudes …)

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Once the dudes are placed, the right hand side of the page shows in detail what each action does.

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Sometimes your action triggers some text in the App; it gives a number (like 133, see below) and you lookup that entry in the App!

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You spend a decent amount of time here on the Worker Placement pages. It wasn’t until my third game that I realized that the Combat also happens using the Worker Placement system …. what? Yep! You head to a special page where you are in “Combat!” Your actions move the ship (so enemies are in view), fire guns (port, starboard, ahead), or even work the ship to repair damage!

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This Worker Placement system seemed to work pretty well, and it’s cooperative.

Deck-Building

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A lot of the game revolves around Skill checks … using your deck!  (I told you there was deck-building in here!)  When you need to make a Skill check (say Muze needs to SNEAK), you draw cards and add up the symbols that match that check!  SNEAK needs blue stars and red hands, so Muse has 3 above.   To be clear, the more symbols, the better!  (You can also use PERK tokens, the little Saturn token, for extra plusses, but you do have to discard those)

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There’s also Items you can “hold” between hands, which you can choose to “help” in your Skill check.  That’s kind of a neat gizmo in the deck-building mechanism.

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At certain times during the game, you have a chance to add cards (or cull) you deck based on the actions you take!  There’s a nice set of 4 improvement card (above the the book, see above and below) that you can choose from!  I mean, it’s deck-building: you have to be able to improve your deck!

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Campaign

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This is a campaign that can last … as long as you want it to!  There is also deck-advancement, as your deck build survives between games of the campaign (luckily, you lose things like Injuries that can clog your deck).

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So, when you finish your current game, you can just be done, or save off the game to play again later!  Nominally, your first full adventure (spanning many games) will be paying off the loan for your ship!

Bag-Building

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Even though there is deck-building in here (a deck for each character), there is also a bag-building portion! See the bag in the bottom right corner above!

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When you travel through space, you typically pull tokens from the bag to see “what happened” as you travel through space!!! (See the tokens you can pull above). Generally, travelling through space is tough on your ship as you take little bits of damage as you travel.

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You can take time at Space Ports and other places to “Work the Ship” to help fix it back up (putting tokens back in the bag).  It’s not a huge mechanism in the game, but it is important to be aware of what’s in the “travel bag” and try to keep it cleanish so that you don’t take too much damage as you travel.  The bag also controls threat, which is how the game can end … poorly.

Star Trek

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I said there was some Star Trek vibe in here as well … there is!  There are 6 “positions” of the ship that must be manned by the characters!   One player is the Engineer, one player handle Logistics, … Operations, Science, Navigation and Security!  In a game with fewer players, some players will have to man multiple stations!

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This reminds me of the characters sitting around the bridge of the Enterprise, with Spock manning the Science station, Worf manning the Security station, and Paris manning the Navigation station! (Look, I didn’t say WHICH Star Trek …)

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Cardboard!

We’ve already seen this “station” idea in Forgotten Waters (see our review here) and Freelancers (see our review here)! Thematically, it worked great in Forgotten Waters (as pirates worked together to man the “stations” of a ship), and less so in Freelancers.

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Thematically, it works really well here too.  Basically, the stations help keep everyone involved in running the ship and contribute to the theme: we are flying a space ship together!

Pickup And Deliver

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One of the main activities in this game is pickup-and-deliver: you are a space-faring crew wandering the stars, looking for adventure, but usually you are delivering stuff to make ends meet!

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The Jobs you get (above) inform where you go on the star map (see below) by marking them with little waypoint markers.

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The yellow waypoint marker is the yellow job (Escort Shipping Barge).  This pickup-and-deliver mechanism sort of guides were you go in the game.  If you don’t like pickup-and-deliver, you might still like this game, as there are so many other mechanisms in the game.  If you do like pickup-and-deliver, then you will be happy.

Solo Play

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So, Wandering Galaxy embraces the solo player!  (Congratulations on following Saunders’ Law!).  I am surprised a little because the previous games in this series (Forgotten Waters and Freelancers) supported solo mode, but they were bastard step-children solo modes that were only supported by consulting the some arcane rules on the web site!  Okay, maybe I am exaggerating a little when I say that, but Wandering Galaxy really does embrace solo play.

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The rules and the App support solo play as a first-class mechanism!  The app asks you how many people are playing and helps you set-up the solo game in the normal flow! 

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The solo player still operates one the main characters: see above as I operate Muze … (notice I made a copy of the sheet…)

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…. but the solo player gets to control two Sidekicks (see Bugs and Tress above).  These Sidekicks aren’t “full characters”, but they are much much easier to operate.  Normally, I don’t like solo rules that go too much outside the normal flow (I usually prefer to play multi-handed solo), but the app was so helpful in setting this up and getting to solo play that I didn’t mind!

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So, when the solo players does Worker Placement actions, the solo player plays his player, and the two Sidekicks as well.

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This means the solo player is also controlling all six stations!  Interestingly, you still have to assign one station for each of Bugs and Tress.  See above as Bugs and Tress each have a station (to their left).

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See above as I have the 6 stations, my character Muze, Bugs and Tress, the Worker Placement book, the map of the Galaxy and the App open!  Whew!

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And then the solo player still has to manage the cards (see chair on the left with the card box) and the ship (see the table on the right with the ship)!  And, occasionally the solo player must still consult the rulebook!  See as the Rulebook sprawls across two chairs …Whew! 

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… and it’s actually not that bad.  Sure, there’s a lot of stuff to manage, but the App takes you through the game pretty darn well.   I played my first few games solo, and I had a good time.  I never felt like the ongoing maintenance (to keep the game moving forward) was too much work. 

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Setting up is a bit of work, as is tearing down (see above), but again, the App helps guide you through it.  I’ll be honest, the Rulebook for this game looks daunting (with set-up and rules), but let the App guide you and just use the rulebook when you “have to”!

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I thought the solo game worked well, even better than Forgottten Waters or Freelancers. I jumped right on and had a grand time. I would definitely play this again solo.  I honestly think the App made the solo play that much better.   

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What about the Sidekicks Bugs and Tress in the solo game?  They really are easy to operate: you just use your deck but get slightly different bonuses (depending on which character: Bugs is good at Piloting for example).  They kind of remind me of characters on Star Trek you see in the background all the time, but don’t get much development.  They aren’t full “main” characters who get their own story arcs … like “unnamed Corporal 2”.  For example, when Bugs or Tress would get REPUTATION (a fun way to move a character story forward), they just get a PERK token instead. Poor Bugs and Tress.  Maybe they’ll get higher billing in the next Star Trek show.  (We only have 13 shows, we need a 14th Star Trek show starring Bugs and Tress!!!) (And yes, I added extra exclamation points there, because that’s how strongly I feel about poor undeveloped Bugs and Tress!!!!)

Cooperative Game

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My crew showed up, ready to take the Galaxy by storm!  The crew was originally supposed to be a full complement of six, but space sickness and space madness and space baby-sitting caused us to winnow down to just three.  But what a great crew they were!!  Too bad the spaceship exploded on the pad.  But I digress … 

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Cooperative play worked really well.  Luckily, I had played the game solo enough to smooth out some of the rules (even still, there were ambiguities as we played which were frustrating).  Part of why this game works very well for a cooperative game is that each player owns their own station, which keeps them in involved as they play! And each player has their own character with their own worker placement token!  So, players are always involved (via the station and worker placement) as well as connecting (as they “bond”) with their character, and making shared decisions about the fate of the ship and crew!!! (More exclamation mark for you!!!)

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My friend Teresa liked her character so much that she took it home as a souvenir!

We ended up playing a one-off, but once my group regroups, I suspect we will settle in for a fuller campaign.  It is nice that you can play this as a full campaign or just a one off.

Sense Of Humor

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Just so you know: this game is kind of silly.  The story is silly, the voices are kind of silly, and even the first player token (I chose the Christmas Tree) is silly.    If you were looking for a grim-dark Star Trek game, that’s not this.

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The game has a sense of humor, but it’s not just ALL silliness.  You still have to build your deck, make smart decisions, deal with damage on your ship, pickup and deliver stuff, place workers, and generally make a lot of decisions.  But the undercurrents of the game … are a little silly.

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Even though Wandering Galaxy is silly, it’s still not quite as silly as Freelancers or Forgotten Waters: those games just seem to have sillier stories and sillier resolutions.  So, if you were just slightly annoyed by the silliness of Freelancers or Forgotten Waters, maybe Wandering Galaxy is a better choice for you … but it’s still silly.  Just not as silly.

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You know a game is silly when it brings out the silliness in you!  When we performed the Skill checks, we started singing the Lucky Charms cereal theme songs!  “Blue Stars, Yellow Eyes, Purple Brains!  Frosted Lucky Charms, they are magically delicious!”

Entry Book

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Some of you might have been very non-plussed by the necessity of the App in this game.  Well, if you like reading text from books, there are Entry Books available!   The Entry Book isn’t QUITE done at the time I received my copy, but it will be.  In the meantime, I did pickup the the Forgotten Waters and Freelancers Entry Books (those were part of the Kickstarter).

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Basically, all the reading and entries that the App does  is encapsulated in the Entry Book.  There’s something kind of nice about having a “backup” for this: I have had some games where the App goes dark (Rising 5, I am looking at you); with this Entry book, you can always still play the game if the App goes dark.

My friend Joe actually prefers the Entry Books: he uses these games for his English classes, as it encourages reading out loud!

What I Liked

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Supports Multiple Players Well: the game really works well with many player counts.  The station system helps keep everyone involved, even at higher player counts.   I am glad to see the Solo mode as a first class object.

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Story:  Really, this game is all about the story.  How do you want your adventure in space to proceed?  Life is what happens when you are making plans, especially in space!  Every player is involved as they explore, but generally the story just unfolds and everyone is along for the ride.  If you want to play a space opera rather than watch one, this is a good choice.

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The App:  Despite the app not being quite done (some of entries didn’t have full voice acting, and some entries were incomplete), the App worked quite well.  I think it’s really evolved and easy to use, especially for set-up and first play!  (I mean, they have had 2 iterations to get this right). It’s also good to know there is a backup Entry book in case the App ever goes dark …

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Sense of Humor:  I really like the silliness in this game.  It’s not quite as funny as Freelancers (which was much sillier) or Forgotten Waters, but it was funny.  Caveat Emptor: you may not like the silliness.

What I Didn’t Like

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Ambiguity: By far the biggest complaint is the ambiguity in the Rulebook.  There’s just too many places where things are NOT well specified. We’ve mentioned at least three things in this article alone where we had to go to BoardGameGeek to find the resolution!  The game still works, but it’s very unsettling to have just a few too many places where the rules are poorly specified.  Some of this is because maybe the game came out early; the App still needs some work, and maybe they will fix-up the ambiguity in the App. Unfortunately, the Rulebook can’t be amended (unless they put up a version 2.0).  Just prepare yourself to look stuff up on BoardGameGeek.

Conclusion

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I liked Wandering Galaxy and so did my friends!  It’s the next great game in the Crossroads games series (after Forgotten Waters and Freelancers).  It’s probably the most complicated of the three games, but it’s possibly the most thematic of the three.   Be aware that that there are a lot of mechanisms: deck-building, campaign, bag-building, pickup-and-deliver!  … but the game feels paradoxically both heavy and light!  The game glides along as you enjoy the story, with some heavier mechanisms behind the scenes.

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An App is required to play … unless you have the Entry book (at the time of this writing, the Entry Book for Wandering Galaxy is not out, but should be soon (the Forgotten Waters and Freelancers books are already out).  Despite the App not “quite” done at the time of this writing, it did a marvelous job bringing us into this world. It even embraced the solo player well!

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This is a great light-hearted cooperative adventure for you and your friends! It’s not “quite” as silly as Forgotten Waters and Freelancers, but it’s still pretty silly.

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This is probably an 8/10. The only real problem with the game was the ambiguities that kept coming up: If you are pick-up in this game, I suspect you will be looking up a lot of stuff on BoardGameGeek. But, since the App is a dynamic entity, hopefully they can address a lot of those issues within the App itself. Hopefully, by the time you read this, the App will have fixed all those problems and this will rise to a 8.5/10. It’s a really fun game.

A Review of Arydia: The Paths We Dare Tread. Part I: Unboxing, Set-Up, Solo Play, And First Impressions After 20 Hours of Play

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Arydia: The Paths We Dare Tread is a cooperative adventure campaign set in a fantasy universe.  This was on Kickstarter back in August 2021, and promised delivery in December 2022.  

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It arrived at my house Dec 30th, 2024!  So, it’s about 2 years late!  I mean, I have been looking forward to this for some time: it was #6 on my Top 10 Anticipated Cooperative Games of 2022!

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Has this been worth the wait? Let’s take a look!

Unboxing: Day 0 (December 30th, 2024)

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This is a big mama-jama of a game! It took up the entire delivery box with no extra room! As soon as this game came in, I went to the game room and immediately opened it up!

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See the Coke Can above for scale! It’s HUUUGE!

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It’s is just chock full o’ stuff.

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There’s even a list on the side how to put this back together (I still recommend taking pictures as you unbox) because it’s so big.  Oh yes, there’s also a list of everyone who backed the game on Kickstarter.  Do you see my name there?  (No, I don’t either … that is a tiny font!)

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The rulebook is a reasonable size and has great art: it’s right on top.

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There’s some punchouts below the rulebook: these are REALLY nice punchouts: they are thick cardboard and very well notated (and readable).  These are all tokens that come out slowly as you play: you don’t have to punch things out until you need them (which is kind of nice).

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And what’s all this?  So much cool stuff!

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There are some tokens (red for damage, orange for “wear-and-tear”, and combat dice) as well as some minis.

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The minis are HEADLESS!  You heard me! No head! See above!

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You choose a head that matches the character you choose!  

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So, if you choose this guy with this body, you can make the mini!  This is a cool idea, but I felt like I had to be very careful as a I put the head in … I was kind of afraid I’d break something!  They did work, but … just be careful.

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There are a lot of boxes in different colors; each color is correlated to a “Path”, or a type of character (Class) you take.

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There’s essentially 3 boxes for your Path: the card boxes (below), the Treasure Chests (far right) …

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And the long thin boxes (above).  These are all for your character!

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But I want to end my unboxing the same way I ended Day 0: setting up the card and map decks.  These card decks (see three boxes above) control how the game unfolds: the stories, the combats, the twists, the turns … all of the game is in these three decks.

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One of the first things you have to do is put the backers (see above) in the card boxes to indicate where different sections start and end. 

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This is literally one of the first directions in the quick-start: “Insert Dividers” .. see above.

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So, at the end of my first day of unboxing, I ended up putting the dividers in.  This was … more work than I expected, as the card decks have a very precise way they need to be set up.  I think I spent a good 30-45 minutes inserting the dividers (don’t laugh! It’s true!).

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There’s also dividers for the maps (which we’ll talk about in the Day 1 section below) that you have to insert.  Really! It’s more work than you might expect to put in these inserts!

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So, at the end of Day 0, I got all the dividers set-up and the basic game unboxed.  Overall, I probably spent 2 hours to get to this point.

Starting First Play: Day 1 (December 31st, 2024)

NOTE: Some of the stuff here might be considered spoilers, as it’s from the Quick Start Guide, but it’s the first things you see, so it’s not much of a spoiler. Feel free to skip this if you want to be completely surprised.

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We didn’t focus on this too much in Day 0, but there is a really nice Quick Start Guide (see book above) to guide the players through the game.  

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This Quick Start Guide is 16 pages  long … yes, let that sink in … a Quick Start Guide that is 16 pages!  That’s because the rulebook is 36 pages!  And yet, the Quick Start Guide does a GREAT job getting you into the game!  I spent Day 0 setting up the decks and maps (which is described on page 1 on Quick Start Guide).  The next page has the components! The components are interestingly listed in both the Quick Start Guide (see above) and the Rulebook.  I mean, a good list of components and correlating text is ESSENTIAL to any good rulebook, so I am all for this!

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The next step, which I spent a lot of Day 1 on, is Character Creation (see page 4 of the Quick Start Guide above).  This guides you through the process of choosing a Path (Rogue, Cleric, etc, basically a Dungeons and Dragons Class).

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I chose the purple boxes, so I am a Rogue! (you actually get to read the summary of each type if you want more info before you choose). The small card box contains a d20, some colored cubes, and cards describing your skills. See above.

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The long thin box (above) contains your character sheets (below) … which are all double layered boards!

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See above as my Rogue has his skill tree board (left), character board with skills and inv (right), and the the character profile (above, right), and the more descriptive skill cards (above, left).

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At this point, you also choose your name, character mini, head (which still sounds weird), and race. See above.

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Your Race (I am human, see above) choice also get some special abilities (the Human gets a free re-roll every so often).

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This process of choosing characters was really well done!  They even give you a hint how combat will work: see how one sheet has an armored profile which armor covering areas?

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The next step has you start into the world!  This game is combination of exploration, combats, and puzzles and quests!  You start on the WorldMap (“the Basin”, see above) and explore, looking for stuff!

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There is a REALLY NEAT mechanism for discovering the hexes: the hexes are inserted in, but you can “push” on the right of the hex and pop it our easily, as there is a little ledge underneath the hex!  This makes it VERY EASY to pop out a new hex!  The world starts unexplored, except for the Exile’s camp!  See above!

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When you explore a location (like the Exile’ camp), the game will direct you to use some of the maps that come with the game!  The maps are LNG (long), MED (medium), SML (small), and BIG (big). See above.

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One side of the maps describes the scene with words and text!   See above!

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Then you flip it to the other side!  And then you explore the maps at that Location!  At that maps are POI (Points of Interest), FOE (foes, potentially), NPC (Non-player characters), and other stuff!  You interact with the place by moving to them (if you start a board with a FOE … you start combat immediately!  We aren’t quite there yet!)

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Interacting with a NPC (or POI) is basically the same: everyone interested goes to that Location!  You get their card and read it!  The first NPC you encounter is Guild Leader, Thades!

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Then one player “roll plays” the card to another group, and the group makes decisions!  See above as the group can ask about the GUILD, the SQUILLS, PRACTICE DUMMY, or LEAVE!  Basically, this interaction  is kind of like some of the point-and-click adventures we’ve seen before (see our Top 10 Cooperative Point-And-Click Adventure Games)!  

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And sometimes these interactions will point to a new map, a new card, a new KEY (a way to keep track of open adventures), or other stuff!  See above as we head into our first combat!

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This game definitely has a lot of combat in it!  We are fighting the Practice Dummy!

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Where does the little Practice Dummy come from?  The Fig Box of course!

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Each FIG box has a bunch of closed windows, so we can’t see what’s coming … we can only the window for the mini we want!

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That’s right!  The minis are all “hidden” until you encounter them!  So cool! (Advent Calendar!)

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So, at this point, we switch to ANOTHER rule book, The Combat Example book!

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Every single Path (character Class) has a different combat example book! See all 6 of them above!  That’s right, you have a specified walkthrough FOR EACH DIFFERENT Class (Path)!!!

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This is really cool, as it kind of tells you how the character works!  The Rogue-like Class (I mean Path) is very much about hiding and laying traps!  This 4-page tutorial takes you through one combat with the Practice Dummy, showing you all the different things you can do!

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Basically, the combat alternates between the Bad Guys (the Practice Dummy here) and the Good Guys (you and your group).  

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A deck controls what the Bad Guys do: usually either upping the THREAT level or actually attacking using the current THREAT level!  The more THREAT there is, the more intense the attacks by the Bad Guys!

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When the Bad Guys attack you, they “hit” automatically (unless you have some mechanism like the Rogue to stay hidden) and do damage based on the die they roll.  The Practice Dummy rolls a RED die, and hit you square in the middle! See how the die specifies where it hits?  

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We saw a similar mechanism for hitting back in Sleeping Gods (see our review here)!  This as one of our favorite parts of Sleeping Gods!  It seemed like such a cool combat mechanism to have your body “mapped” for hits!

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The Bad Guys have a similar system, where they have an array of “hits” and you only kill the Bad Guys if you hit every spot!

EDIT: Some people complained about SPOILERS, so I turned this picture into a link instead; it shows a more complicated monster, but it does reveal a monster you haven’t seen yet. SPOILER in this picture: click on the link if you want to see it
SPOILER: shows a more complicated monster

Later Bad Guys have significantly more spots that contain damage points, so they are harder to kill!  (Minor spoiler in the picture above, but trust me, you won’t see this one coming!)

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See above as I have taken out the Practice Dummy!

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So, I was able to explore a little part of the world and have my first combat!  And I was still only halfway through the Quick Start Guide!  However, I ran out of time.  This was a good 4 or so hours of set-up and exploration and play.  But that Combat Guide is SO GOOD!!! I loved that!  I really felt like I understood combat after that!

Rewards, Level Ups, and Exploration: Day 2 (January 1st, 2025)

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So, now halfway through the Quick Start Guide, I had all day to play on January 1st!! I got my rewards (some experience points) and moved on. Incidentally, Experience Points make it easy to level up and upgrade your character. Let me repeat that: You get to Upgrade your Character!

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I was able to explore the Location a little more, and found a neat little cave in the same area.  This found me a KEY (think keyword) that allowed me to get off the map and move on to more explorations.

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Just like NPC, the interaction with a POI feels like a Video Game!!!

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The Quick Start Guide also talks more about KEYS and STATE CHANGES (a way to keep track that you have completed quests).  A STATE CHANGE represents something “changed” in the Adventure and the way the card deal with that.

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Next, you get to go to a town and heal up.  For those of you who have done any Dungeons and Dragons, towns are very important waypoints to heal and get new stuff!  In this case, the Exiles Camp also allows you to Level-UP!  The back of the Path card has a Level Up Guide! 

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I chose to make a copy of it, so you didn’t make the pristine cards (you can also download these and print them).

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Levelling-Up is a great time for the Adventurer, as they can choose new upgrades to their abilities!

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They can also choose a new Skill from their Skill tree (if they have the prerequisites)!

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Now, after levelling up (and healing), we are ready to explore the world!  The explore deck above is used to tell you how exploration is going!

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Basically, depending on what terrain you are traveling through, you may have simple success travelling or some hardship!!  See the card above, as Mountains, sea, and sign posts/roads are just a simple travel, but Plains,Grassland, Forest and Ice you become frustrated!

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Basically, you may to flip some of your tokens to represent the hardships.  It’s not too big a deal when you start your travels, but it’s possible the hardships will start overtaking you if you don’t rest after too many travels! I thought this mechanism was fairly thematic and simple and interesting!

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At this point, the Quick Start Guide ended and I was ready to take on the world!  The Quick Start Guide takes you through so many of the games mechanisms so well, I didn’t feel the need to read the rulebook!!  I learned Travel, Days and Resting, Points of Interest, Non-Player Characters, Combat, Experience, Levelling Up, WorldMap Travel, Location Travel, Town Actions, Floors and Stairs, Events, Character Creation, and so much more!

Exploring the World (Day 3, Day 4, …)

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From this point on, I was exploring the world myself, levelling up, and find the stories of this land!  Arydia has ended up on my table continuously for about 6 to 7 days.  Some days, I would play for hours, or some days it would be just one combat.  But I couldn’t bring myself to put it back in the box  …. there is a SAVE mechanism, but it’s still a lot of work to SAVE and LOAD it back.  It’s just easier to keep it out.

Rulebook

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Great rulebook. 

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It droops just a little, but the rulebook is so well done, I am willing to overlook that.

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Honestly, I didn’t need to rulebook (because the Quick Start Guide was so amazing) unless I was looking up a rule! And guess what??  There’s an Index!  There’s a pretty good Index on the last page! So, this rulebook delivered and became a good resource when I needed it.  

Let’s be clear, this is a complicated game, so there are always questions that don’t get addressed (what’s the order of operations of a combat hit if the last hit damages a point what heals another point?  Does the heal happen before the final death?), but in general, I was pretty happy with this.

In fact, the Quick Start Guide and Combat Guide gave me SO MUCH Confidence to just jump in!  The Rulebook with its Index worked well when I needed it.  This is one of the better documented games I have seen in some time. Kudos!

What Is This? Do You Know What Ultima IV is?

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What is this game?  If I had to describe this to someone who played Video Games in the 80s, I’d tell them that Arydia: The Paths We Dare Tread reminds me so much of Ultima IV for the Apple II and Commodore 64!   If you have ever played Ultima IV, you know what this is!  It’s a game where exploration is a major component of the game! 

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You explore the big map (like in Ultima IV) and the little maps (like in Ultima IV). 

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Your interaction with NPC and the environment feels like the way you interact with NPCS in Ultima IV!  “I am the king of Eros!  I am all about Honesty!” “Tell me about Honesty!”  The keyword interaction system just feels like Ultima IV!

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And the combat, which is an important part of the game, feels a little like Ultima IV combat!  You interact on a Grid and move about! 

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But Ultima IV is all about the Quests and exploration as well!

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But, if you are a more modern gamer and have no idea what Ultima IV is, I’d tell you that this feels like Gloomhaven: Jaws of the Lion … with more story and exploration.  Jaws of the Lion is a fantasy exploration and combat game with great onboarding … sound familiar?  Now, don’t get me wrong, I like Gloomhaven: Jaws of the Lion (see our review here), but I always felt like there was too much focus on combat.  Sure, there was always some exploration and such, but at the end of the day, it felt like most of the hours you invested into the game were mostly combat!

Possible SPOILER picture, so turned it into a link: Possible SPOILER: picture in a town with a combat yet to be seen

I feel like the little stories and quests and puzzles in Arydia are more … fun?  That’s why I make the Ultima IV comparison: the end all of Ultima IV is to pursue the quests and stories, with combat being some part of that, whereas Gloomhaven (all of them) seem to have so much more gameplay focused on Combat.

Arydia: The Paths We Dare Tread feels like the board game manifestation of the video game Ultima IV

Solo Play

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So, Aydia: The Paths We Dare Tread has a solo mode (thank you for following Saunders’ Law)! And guess what?  It’s a true solo mode: one player playing one character!  (Although the Rulebook does mention that you can play multiple characters, but it will just really slow down the solo game).

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This game works so well as a solo game. In a few places in the text, there are slight adjustments for solo games (the RP: Role Play Points, for example, allow the Solo Character to hold more RP than normal), but in general the games seems to scale just fine. Like we said earlier, this game has great documentation, so they few places (like Role Playing Points) where there are adjustments for solo play, it’s very well documented!

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Combat seems to scale fine, as the Combat alternates between Bad Guy and Good Guy (one from the party).  For example, consider a 4-Player game: in four turns, the Bad Guys goes 4 times, and each member of the party goes once.  For a solo game, this balance stays: the Bad Guys go 4 times and the Good Guys go 4 times … it’s just the solo player goes all 4 times!  The only thing I worry about is that the solo player might have too few hit points, as a 4-Player games would have 4x the hit points!  What balances this out, of course, is that all upgrades get applied to the solo character, so he tends to be more of a superman as he levels up …

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Frankly, this was a great solo experience.  I have played probably about 20 hours as I write this, and I have really been enjoying this.  I like the Video Game feel of exploration and combat.

This will probably make my Top 10 Solo Games of 2025.  

2024 or 2025?

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This delivered to my door Dec. 30, 2024.  I got through “a lot” of the Quick Start Guide on Dec 31, but finished the Quick Start Guide in January 1st, 2025.  So, is this a 2024 game or a 2025 game? BoardGameGeek lists the date as 2025!  Since it is SO CLOSE to the end of the year … and a lot of people on Kickstarter haven’t gotten their copy yet, I am calling this a 2025 game!  

What I Liked

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Hidden Minis: The way the figures are only revealed one at a time through an Advent Calendar like mechanism is pretty great. I have no idea what I am fighting until I open the little door from the Figure Box!

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The Card System: The state of the world is handled in the three card boxes above. What adventures have you seen? What NPCs have you talked to? Where have your Travels taken you? This system seemed to work so well! Rather than getting caught up in a big book full of cross-references, this card system makes the adventure “bite-sized” so you never feel too overwhelmed by the text! There’s just enough adventure on the cards to keep the game interesting, but not enough text to be overwhelming! (I am looking at you, My Father’s Work as an exemplar game with too much text…).

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Quick Start Guide: This guide works SO WELL for introducing the players to the world.

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The Combat Guide: The fact that there is a combat guide tailored to each type of class (Path) in the game is tremendous! Each class (Path) has such a different play style, it’s great to see Arydia embrace all the different styles! It’s like having 6 different experts in Cleric, Rogue, Mage, etc! This just works so well!

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The Adventure: I love that this game is all about adventure too! The cards present stories and interactions that make this feel like a Video Game! Ultima IV!

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Levelling Up: As you explore this world, you get to level up and become better! You choose skills that get better and better, and you may even change direction in your skill tree! One of my major complaints about Sleeping Gods is that you never felt you you were getting better, but just barely getting by (and I had a similar complaint about Lands of Galzyr, but we never reviewed that). Here in Arydia, you absolutely get better, and you feel like you have a hand in choosing the direction! You feel involved as you become more powerful! I just feel like that’s so engaging!

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Well-Thought Out: The production is amazing and well thought out. Everything in the game seems to be a well-thought out decision. How does this game go together? There’s even a guide on the side of the box.

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Combat: The combat in Arydia is interesting and different, but it’s not the entire focus of the game (like Gloomhaven’s combat is).  I like the combat, but I don’t feel like it takes over my life. I can explore when I want, and do combat too!

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Resettable: You can reset the game back to its pristine state: this is not a legacy game.

What I Didn’t Like

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Overwhelming: Sometimes I felt overwhelmed. When you explore a new Location, you have to find all these maps, then all these POI and NPC, and all these new minis, and set everything up. Sometimes it was just a little overwhelming. Some of this would probably go away in the cooperative game with more people to share the load, but there is a lot of maintenance by the solo player to keep this game going.

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Only One Save Game:  There is only game going ever.  Period. The state of the card boxes represents the majority of the state of this game.  You can’t have multiple games going on!  We were able to have a solo game and a cooperative game simultaneously running in Tidal Blades 2 (see our review here), but only because most of the state was in the sheets and some cards.  Here in Arydia, you can only have one game ongoing.

Conclusion

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This solo game took over my life for about one week! I love Arydia: The Paths We Dare Dread! It was definitely worth waiting for (from the #6 on our Top 10 Anticipated Cooperative Games of 2022!) even though it took two extra years to arrive! This is a 8.5 or 9/10! This feels like an exploration Video Game that I kept coming back to!

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Unfortunately, I can’t say anything about the cooperative game (from 2-4 Players) because I have only played the solo game!   As great as this game is, I can’t have multiple games going on at once!

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So, now that I have played the solo game and really enjoyed it … I are going to reset the game back to the pristine state (this campaign is resettable) so that me and my friends can try the Cooperative Game!  This makes me very sad, as I will lose all progress in my 20+ hour campaign!  

If you see a Part II review of this, you will know that I broke down and reset the game to be able to play cooperatively with my friends!  If, on the other hand, you never see a Part II of this review ……… well, maybe I didn’t want to lose my progress … and I selfishly kept playing the solo game …

Let’s see what happens!