Top 10 Anticipated Cooperative Board and Card Games of 2025!

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As we look forward, we also look back! It’s fun to look ahead at the cooperative games coming up in 2025!!! We’ve been looking ahead since 2021 (see our Top 10 Anticipated Cooperative Games of 2021), but it’s always interesting to see the state of games from those previous years. Believe it or not, we still are waiting some games from 2021! Let’s take a look at some backlog!

2021:

  • Onimaru: There have been some pictures of pallets of boxes from the Warehouse, but we still haven’t see this yet. Maybe we’ll see this, maybe we won’t. I don’t know. It’s been since 2019 when this all this started (6+ years!!). As of now, this is the only outstanding game from our 2021 list.
  • Freedom Five: After being the #2 entry on our Top 10 Anticipated Cooperative Games of 2021, Freedom Five finally arrived … and it was very disappointing. Basically, we found it too random and too long, plus there were some production issues, so we ended up selling it. See our review here to see more details.

2022:

  • Arydia: The Paths We Dare Tread:  It’s been a while for this, but we did see a copy arrive at the Dice Tower, so we know that this is imminent.  Based on everything from the Kickstarter, we should see this in early 2025. UPDATE: It arrived! December 30th, 2024!  It’s a big mama! Look for a review coming soon!
  • Rat Queens To The Slaughter:  There’s been some drama here as the original creator took the game back from the people who have failed to deliver!  It’s unclear what happens next, but the creator wants to take charge of this himself  …  which is great, but it’s still really unclear when we’ll see this!
  • Union City Alliance:  Huzzah!  Union City Alliance finally arrived!  And it was good!   We liked it so much it made our Top 10 Cooperative Games of 2024!  See our review here of Union City Alliance to see if you might like it!

2023:

  • Dark Quarter: Promised Oct 2023.  It is frustrating we haven’t seen this yet, but there has been lots of activity on the Kickstarter threads, so we believe we will see this early 2025.  This is the only game still undelivered from our 2023 list.
  • Hacktivity: This delivered in June 2024 this year! And it was pretty good.  It didn’t make any Top 10 lists this year, but I still liked it.   See our review here of Hacktivity to see if you might like this!
  • Set A Watch: Forsaken Isles + Doomed Run:  This delivered this year in about April 2024, and we absolutely loved both the Forsaken Isles (standalone game: see our review here) and Doomed Run (campaign game: see our review here)!  Forsaken Isles made our Top 10 Cooperative Expansions of the 2024, and Doomed Run made the #1 spot as our favorite solo game from 2024! See our Top 10 Solo Games of 2024!

2024:

  • Cyberpunk Unfolds: This arrived in late summer 2024.  It was ok but it was a little disappointing. See our review here for more details.
  • Defenders of the Wild: This arrived August 2024, on time.  There was a lot to like in this game, but it just didn’t land for me or any of my groups.  Take a look at our review here!
  • Santorini Deluxe and Co-op expanion: Promised delivery May 2024.  Still haven’t seen too much activity.  Hopefully it will arrive in 2025. 
  • Weirdwood Manor: This delivered in June 2024 and was generally very well received by my game groups! See our review here to see if this might be something you might like!
  • Flock Together: This delivered in July 2024.  My game groups tended to like this lighter co-op game.  It made the #8 spot on our Top 10 Cooperative Games of 2024Check out our review here.
  • Luddite: Promised delivery December 2024.  There has been progress, but we probably won’t see this until 2025.
  • Once Upon A Line: The Butterfly’s Breath: Promised delivery May 2024. They are still doing a lot of work (per the Kickstarter updates), but it’s not done yet, even from a development perspective, let alone manufacturing.  We may see this at the end of 2025, but we suspect we won’t see it until 2026.
  • Leviathan Wilds: This arrived in April 2024 and really took my game groups by storm! We loved it (see our review here), and it made the #3 spot on our Top 10 Cooperative Games of 2024!
  • Marvel X-Men Dice Throne + Co-op Missions! This promised delivery in Aug 2024.  We still don’t have it.  It looks like some people might get it before the end of 2024, but most people will be getting this in early 2025.
  • Marvel United: Multiverse: Season 3 of Marvel United arrived in late July 2024, and it brought so much delicious content!  It made our heads explode!  Read about the great Expansion Absorption Explosion here! We loved the base game Marvel United: Multiverse, we enjoyed the The Galactus expansion, we really dug the Inhumans expansion, and we loved the Campaigns!  We even made our own campaign for Project Pegasus!  Everything that came here peppers our Top 10 Cooperative Games of 2024, our Top 10 Cooperative Expansions of 2024, and our Top 10 Solo Games of 2024!

All right!  Let’s head into our 2025 games!

10. Floe + Monsters Unleased (CO-OP Expansion)

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Platform: Kickstarter   Floe
Promised Delivery: June 2025
Summary: FLOE is an adventure-strategy game where players embark on heroic quests across an icy landscape. You’ll discover long-lost secrets on uncharted icebergs, sail the seas to find adventure and sunken treasure and delve into perilous caves to find precious crystals and battle fearsome monsters. Despite the dangers ahead, you won’t be alone in your travels. Always at your side, your loyal familiar may help gather resources or jump into the fray to turn the tide of battle. During their travels, heroes will also gain helpful allies, powerful abilities, and rare items. In time, heroes may also build shrines across the map, ensuring their legacy will be long remembered. However, always beware of the cold. Venturing into the icy wasteland is perilous: almost everything heroes do outside the safety of the village will cost them warmth. From time to time, they will need to return to the village to warm up, improve their homestead, purchase upgrades, and prepare for their next big adventure. Will you be the boldest explorer of them all?

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So, the base game looks amazing!  But this game isn’t a co-op by default, which has us a little worried. But with the Monsters Unleased expansion, this will be co-op!  This is #10 on our list because its unclear how good the co-op will be!  Given the quality of everything else, we expect great things!

9. Fable Fury

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Platform: Kickstarter Fable Fury
Promised Delivery: Oct 2025
Summary: As unlikely heroes, you must explore unknown lands, fight unconventional enemies, dodge silly traps, and collect monster runes hidden within ancient shrines scattered across the realms. Once you have collected the 3 runes, unlock the portal to face the monstrous threat!

Choose your heroes and set out as a team to find the runes hidden in Shrines across three realms. Grab your coins, stock up on items at the Gift Shop, and jump into your first realm.

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The tag line of this game is Ridiculous strategic cooperative, rogue-like dungeon crawler: The art is very cute, and the game seems to have a sense of humor.  We had such a good time with Slay The Spire this last year that maybe this will scratch the same itch!  We are very much looking forward to this!  I love the art! And the sense of humor!

8. Horror On The Orient Express

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Platform: Gamefound Horror On The Orient Express
Promised Delivery:  August 2025
Summary: Horror on the Orient Express: The Board Game lures you into the luxurious Orient Express in the 1920s, taking you on a dangerous train ride into the realm of the Dreamlands. Everything is against you, from monsters attacking the train to murderous cults hiding among the passengers. Worst of all, an eldritch, blood-thirsty vampire hunting down everything that moves. Can you solve the dark secrets of the Orient Express before time runs out?

In this cooperative game, you and the other investigators try to survive on the doomed train. To win, you must hunt out the cultists to stop them from performing a hideous ritual and ensure the train reaches its destination. Each of you controls a character who can develop new skills, gather items, talk to the passengers, discover clues, and, ultimately, decide the train’s fate. You may even learn a spell or two!

Horror on the Orient Express: The Board Game brings the award-winning Call of Cthulhu horror and mystery TTRPG into the board gaming world. Special rules, ongoing character development, and awesome play pieces provide a challenging and exciting gaming experience. Your journey on the Orient Express will be something to remember!

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This games looks gorgeous and lures me back into the Horror/Cthulu mythos by being a little bit of a mystery too!  Cthulu and a mystery?  And a train?  What more could you want!?  And, let’s be honest, this looks gorgeous on the table!

7. Aetherspire

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Platform: Kickstarter Aetherspire
Promised Delivery: Jan 2025
Summary: The realm of Elementis, once a harmonious balance of earth, air, fire, and water, is now under siege. Elemental Aetherfiends have dispatched waves of invaders to drain our aethercore, the realm’s lifeblood, causing chaos to reign. You and your companions must build powerful elemental spires to lure away and defeat these invaders. As each spire grows stronger, it will unleash a devastating resurgence against the Aetherfiends. Can you restore balance before it’s too late?

Aetherspire is a cooperative 3D tile placement and tower defense game for 1-4 players. Build elemental spires and defend the realm in this stunning 3D strategy game!

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A 3-D Tile placement games and tower defense game?  Sign me up!  And I really like how it looks! I am excited to see how this comes to the table!

6. One-Hit Heroes

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Platform: Kickstarter One-Hit Heroes
Promised Delivery:  March 2025
Summary: Pick a hero and fight for your life! One-Hit Heroes is a co-operative boss rush game where your team must defeat the boss without getting hit even once. The more bosses you defeat, the more your Armory improves as you unlock more card variety each time you play an Episode.

Each boss has a custom deck of moves to try and land hits on your team, but each of you have a unique hero deck with your own tools for blocking, dodging and damaging the boss.

Defeat bosses to be rewarded with card packs that you can tear open and draft from. Each card pack will let you power up and specialize your hero further for the rest of the Episode. But in order to defeat the final boss of each Episode, you’ll need more than just a refined deck – you’ll need to play your cards carefully and work as a team to survive long enough to win.

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This is a solo or co-op boss battler; it’s a card game about fighting, but avoid getting hit … as you only have one hit point!  How do avoid all the damage but still manage to win?  Rahdo really raved about this, and I too am excited for it!

5. Invincible: The Card Game

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Platform: Kickstarter Invincible: The Card Game
Promised Delivery: Jan 2025
Summary: Invincible: The Card Game puts you in the role of young superheroes as they struggle to become the new Guardians of the Globe. Working together as a team, each player gets to control an iconic character from the Invincible comic universe as you battle to protect Earth from escalating encounters with the series’ many supervillains.

In each battle, you start with a character-specific deck of cards and a unique special ability, then it’s up to you to build up your deck, charge your power, and choose your strategy wisely. Your enemy won’t be taking it easy on you, unleashing hordes of minions to take you down, launching attacks to destroy the city around you, and forcing you to adapt to their unique special abilities. How hard could it be? Well, all you have to do is stay alive, protect Earth, and defeat the universe’s most powerful villains.

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We loved Invincible: The Hero-Building game (see review here) and we love the Astro Knights games (see reviews here and here), so adding Invincible IP to the Astro Knights system seems like a good match!  Astro Knights has the comicy feel and seems like a natural fit.  It was somewhat surprising this Kickstarter didn’t do better: this only may made $111K, which seems small for a larger IP like Invincible.  Still, we look forward to a cooperative deck-builder with Invincible!

4. Unstoppable

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Platform: Kickstarter Unstoppable
Promised Delivery: February 2025
SummaryOn the city-planet of Ceres II, every alleyway invites a quick and quiet death. In the lush forests of Virenos, a single misstep could land you in the belly of a beast. The harsh wasteland of Mithras holds both grave danger and a great treasure for those who search its stacks of discarded rubbish. Amidst this chaos, you find yourself thriving, learning, and growing — a child of rank, touched by fate — but a new danger shadows the future of all three worlds. Gather your allies and sharpen your skills, for the darkest days are yet to come.

Unstoppable is a solo or co-operative roguelike, momentum deck-building game. Use card crafting and deck building wisely in the face of unlimited threats, maintaining action and card-draw momentum to become unstoppable!

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This looks like such an interesting idea: a cooperative card-crafting game!  It’s cooperative mode is limited to 2 people, so perhaps this will be best solo, but it looks really nice!  I know some people actually backed out of the kickstarter (I am looking at you, Mike H.) because it was fairly expensive for what you got, but I was fascinated by this game and its premise,  so I stayed in.  Hopefully it will be good!

3. DCeased: A Zombicide Game

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Platform: Kickstarter DCeased: A Zombicide Game
Promised Delivery: April 2025
Summary: DCeased – A Zombicide Game is a cooperative game were 1 to 6 players control the last uninfected Super Heroes facing off against Zombie Heroes and the zombie hordes controlled by the game itself.

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DCeased: A Zombicide Game is the DC Universe’s answer to Marvel Zombies: Heroes’ Resistance and X-Men: Heroes’ Resistance.  See our review of the Marvel version of those here and here!  But basically, we really liked those games!  So, we are very excited to be able play the DC Universe version of the same game!  Let’s be clear: you are playing the DC Heroes fighting off the Zombie hordes!  Some versions of Marvel Zombies actually have the zombified heroes fighting the good guys—that’s not what this is.   Or at least, that’s not what I am looking forward to.

2. LA-1 

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Platform: Kickstarter LA-1
Promised Delivery: Aug 2025
Summary: Most detective work done in the city of LA-1 takes place under the perpetual dark clouds that still linger from the bombs. Even so, you plan to work together to gather clues, interrogate suspects, and go on stakeouts in a world that is divided by class and dominated by status. Use your skills to solve the case before the all-consuming darkness closes in forever.

In the story-driven, co-operative adventure game LA-1, you take on the role of detectives working for Mace & Doyle Investigations who are helping one another to resolve cases in the post-apocalyptic city that was once Los Angeles. Each case can be played individually or as part of a campaign. Because of the multiple cards that can send investigations in different directions, it’s possible to play each case more than one time, having different situations and outcomes each time. But cases must be solved before the Darkness closes in on all the investigators.

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Here’s another Richard Lanius game that has me very excited!   I love my cooperative detective games (see our Top 10 Cooperative Detective Games), and this post-apocalyptic detective game sounds really interesting! It’s story-driven and promises some really cool stuff.  I also typically love Richard Lanius games (despite being so disappointed by Freedom Five), so I am super excited for this!

1. DC Super Heroes United

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Platform: Gamefound DC Super Heroes United
Promised Delivery: Aug 2025
Summary: The greatest Heroes in the DC universe unite to thwart the Villains’ plans in this fast-paced, family-friendly cooperative game with amazing figures!

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This is the DC version of Marvel United that we’ve come to love so much! We already know that we love this system so much, and it will be so much fun to delve into the DC Universe! And the crazy thing will be when we play with Spider-Man and Super-Man! Batman and Daredevil! Crossovers galore! CMON has a very good track record for getting the Marvel United stuff to us, so we think it’s likely we will see this in Aug 2025!

Top 10 Cooperative Board and Card Game Expansions of 2024

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Welcome to the end of 2024!  There were some great games that came out, but also some great expansions that really contributed to the world of cooperative games!  As usual, we qualify our expansions are one of three types:

  1. Stand-Alone Expansion: Some games you thought might be on the Top 10 Cooperative Board and Card Games of 2024 might have just ended up on this list because they are stand-alone games that can be played without a base game, but at the end of the day they also expand a base game!
  2. Makes The Game Cooperative: Some expansions take a competitive base game and make the game fully cooperative with the expansion! We saw a number of these type of expansions on the Top 10 Games That Can Be Played Fully Cooperatively!
  3. More Content: Some expansions just add more content (more cards, etc.) to the base cooperative game!

As of last year, we also add the new characterization: Does It Require Another Expansion?  We continue adding this characterization, but note that this requirement was not quite as pervasive as it was last year!

If there were some games you thought missing from this list, be sure to check out Top 10 Cooperative Games of 2024 and our Top 10 Solo Games of 2024 to see if it made one of those lists instead!

Honorable Mention:  Comic Hunters Cooperative Expansion
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Expansion TypeMakes The Game Cooperative
Solo Mode: Comic Hunters already had a solo mode, but this can be played as a multi-handed solo mode as well
Requires Another Expansion?  No

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Comic Hunters is a game I adore from this last year! See our review here! There is a good solo mode included with this drafting game, but there is no cooperative mode!  I like the idea of cooperative drafting games, but the only other cooperative drafting games I know of are Flourish and Sidekick Saga!  Why couldn’t there be a cooperative mode for Comic Hunters?

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With a little bit of perspicacity and imagination, I went ahead and developed my own cooperative rules for Comic Hunters and put them up on the web for free so others can try it!  See a link here for Cooperative Rules for Comic Hunters!  This is basically and free print-and-play cooperative expansion for Comic Hunters!

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It’s a little bit of a cheat to put this as one of my favorite Cooperative Expansions of 2024 (since I developed it), but I spent so much time playing this solo and cooperatively with my friends (as I honed the rules), this needed to at least get an Honorable MentionSee the rules here to see if you might enjoy this.

10. Marvel United: War of Kings

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Expansion TypeMore Content
Solo Mode: Yes, any of the Marvel United solo modes
Requires Another Expansion?  Not really, just any base Marvel United game

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Marvel United: Season 3 Multiverse has pretty much torn through all of our Top 10 lists for 2024.  The War of Kings was special to me because I ended up devouring the entire expansion!  I played all the characters multiple times, all the heroes multiple times, and really enjoyed a lot of the ideas here!  And I think Lockjaw (see above) may be the best introductory character for when you play with a new player!  Who doesn’t love a dog?

IMG_6828 I freely admit that this expansion appealed to me because of my love of Comic Books, The Inhumans, George Perez, and John Byrne!  However, even when I predisposed to like something, it still has to be good (I am looking at you Freedom Five) …

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After playing through this all, I fell in love with the Inhumans all over again (and even watched the Marvel show … sigh).  Overall, this was a great experience!  There’s so much new and great content for Marvel United here!   See our review of War of Kings: Marvel United to see if this is something you might like!

9. Thunderstone Quest: Raging Seas and Ancient Adversaries

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Expansion TypeMore Content
Solo Mode: Yes (with Barricades Expansion)
Requires Another Expansion?  Yes, The Barricades Mode Expansion is required to play the game solo or cooperatively

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Nathan and Caroline have become my Thunderstone Quest buddies! See me and Nathan above! We ended up playing through both of these expansions this year!

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The Raging Seas expansion (see above) has some great ideas with Pirates and adds the new Corsair!   The idea of the Voyage has become ingrained in a neat new way!  

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The Ancient Adversaries adds the new Totems deck (see above) to replace most Treasure, and the game plays very differently with this new expansion and its totems!

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If it weren’t for Nathan, I am not sure these would have gotten played.  But, we had a great time! I think I may have gotten to the point where I have “enough” Thunderstone Quest expansions, but even still, I really did enjoy these two expansions!

8. Townsfolk Tussle: Foul Neighbors

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Expansion TypeMore Content
Solo Mode: Two-handed
Requires Another Expansion?  No

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I didn’t think Townfolk Tussle needed more content, but it’s nice to have! One of the purposes of an expansion is to breathe new life into a game, and that’s what Foul Neighbors did for us! Me and friends thought this game was silly and fun!  See below as Sam I and I play this ridiculous game with this ridiculous expansion!

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This expansion just adds more content: 2 new Townsfolk (heroes), 8 new Ruffians, a few new rules, cards, and tiles!!  Nothing brain-bending!!  This silly, boss-battler game was surprisingly good when we first reviewed it here, and this new expansion reminded us just how silly and fun this is!

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My favorite moment from playing Foul Neighbors was blowing up the outhouse to take down the final Ruffian!  In a game full of silly cards and fun (but slightly creepy) art, it seemed an apt way to end a game!  (My second favorite moment was driving the jalopy over the Ruffian!)!  Foul Neighbors is a fun expansion that reminds us how much we like original game of Townsfolk Tussle!  It also has some of my favorite minis!  See below! They are cute and creepy and cool, all at the same time!

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7. Detective: City of Angels: Saints and Sinners

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Expansion TypeMore Content
Solo Mode: Yes
Requires Another Expansion?  No

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This is just plain up, more content for the great detective game Detective: City of Angels! And we need more content for this system, since each case is a “one-and-done”, meaning you probably can’t replay it again! So, they fact that they are still coming out with content for this system is great! And all of the new cases felt up to the same level of writing as the original!

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We were even able to introduce my friend Sara to this system!  And we had a great time playing! See above!

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After all this time, I still feel like Detective: City of Angels is a great detective game that doesn’t get enough love!  There are so many expansions for it which keep extending the life of the game for me!  Take a look at our review here to see if this is something you might like!

6. Marvel Champions: Age of Apocalypse

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Expansion TypeMore Content
Solo Mode: Yes
Requires Another Expansion?  No

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If Nathan is my Thunderstone Quest buddy, then Joe is my Marvel Champions buddy!  The people at Fantasy Flight keeps plugging away and generating new content for Marvel Champions!

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My friend Joe and I played a few games, and although he was skeptical of playing Bishop and his discard abilities, Joe ended up really like how he worked!

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For me, the reason this expansion makes this Top 10 Cooperative Expansions of 2024 is because it finally added Magik to the Marvel Champions universe!  Her character and deck are so interesting, and very thematic to her abilities. 

5. Marvel Zombies: X-Men Resistance

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Expansion TypeStand-Alone Expansion
Solo Mode: Yes
Requires Another Expansion?  No

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The whole Marvel Zombies: Resistance games surprised me! I didn’t expect to like these zombie battling games as much as I did!  I guess I shouldn’t be THAT surprise since I love my Cooperative Superhero games (see our Top 10 Cooperative Superhero games), but I don’t necessarily love Zombie games!

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But having a chance to play the X-Men on missions for killing zombies was so much more fun than I expected!  My friends and I had a grand time in the X-Men universe!

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See our review here to see if you an your friends want to be X-Men killing Zombies!

4. Astro Knights: Eternity

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Expansion TypeStand-Alone Expansion
Solo Mode: Yes
Requires Another Expansion?  No

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I liked Astro Knights from about a year ago (see our review here of the original Astro Knights), but I didn’t love it.  One of my complaints was that it really needed some more content to keep it fresh.

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Although it’s fantastic that this deck-building boss-battler now has more content, it was the story that really sold me on this expansion!  I played through the whole adventure with me and friends, and we loved all the new content and the Firefly-esque story that unravelled!

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For a while, I thought this would be my #1 Expansion!  It made the top of my list at RichieCon 2024 (see that list here), but this year was really strong for expansions.  See our review of Astro Knights: Eternity to see if this is something you might like!  We really enjoyed this!

3. Set A Watch: Forsaken Isles

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Expansion TypeStand-Alone Expansion
Solo Mode: Yes (but you must play 4 characters: it’s not as bad as it sounds, especially once you get into it)
Requires Another Expansion?  No

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Like all the Set A Watch games (see our review of the original Set A Watch, and our review of Set A Watch: Swords of the Coin), this is a really fun monster battler as players play four heroes trying to get back home! Every night, they camp and one person has to watch the fire while the others go and fight the monsters in the night!

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There’s a whole new set of monsters, a whole new set of heroes (with whole new powers), and a whole new set of gear!  This game is easy to teach and plays pretty quickly!  And you can play it either standalone or combine with other Set A Watch sets!

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There’s some new mechanisms in the system (Doom), but it’s doesn’t really change the complexity of the game.  Every time I play any of the Set A Watch games, I have such a fun time!  This standalone expansion really just made me love Set A Watch that much more! See our review here to see if this is something you might like!

2. Marvel United: Fantastic Four: The Coming of Galactus

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Expansion TypeMore Content
Solo Mode: Yes, any of the Marvel United solo modes
Requires Another Expansion?  No (but you might want the Fantastic Four expansion)

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So, for a long time, I thought this would be my #1 Expansion of 2024!  The Galactus model was so cool!  The Heralds of Galactus added a new style of play!  See below!

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In the end, there were just a few niggling details that kept it from #1; I loved it, but my friends didn’t like it as much as me.  See our review here to see more details of this.

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But in the end, it was such an epic game of fighting heralds and Galactus, that this game had to make my Top 10 Cooperative Expansions this year.

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See above the epic story told by the battle with Galactus!!

1. Aeon’s End: The Descent

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Expansion TypeStand-Alone Expansion
Solo Mode: Yes, and it’s a true solo mode!
Requires Another Expansion?  No

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I am just as surprised as you that this expansion was so good!  I like the Aeon’s End system (see our Top 10 Cooperative Deck-Building Games), but this new expansion breathed new life into this game!  Playing mages cooperatively fighting big bad monsters (in a cooperative deck-builder) had so many new turns!

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What really made this hit the number one spot was the addition of the Friends and Foes module!  This module mitigates a problem I have with Aeon’s End Variable Turn Order (see our Discussion of Variable Turn Order and How To Mitigate Its Randomness), but also adds some really new and interesting ways to play the game!  What’s even better is that you can use this module in ANY of your Aeon’s End games! It’s a module!

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And what put Aeon’s End: The Descent over the top to #1 was the story in the campaign!  We liked how much the story elevated Astro Knights: Eternity (back at #4), and the story here coupled with the Friends and Foes module AND coupled with all the new mages and cards made this rocket to the top of my Top 10 Cooperative Expansions of 2024Check our our review here to see if this is something you might like! My friend Becca (who doesn’t like cooperative games that muchh) also really enjoyed it! High Praise indeed!

Top 10 Cooperative Board And Card Games of 2024!

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

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

Honorable Mention: Ultimatch

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

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

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

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

10. Slay The Spire: The Board Game

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

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

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

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

9. Union City Alliance: Heroes Unite!

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

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

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

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

8. Flock Together

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

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

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

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

7. Hissy Fit! 

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

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

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

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

6. Endeavor Deep Sea

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

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

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

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

5. Tidal Blades 2: Rise of the Unfolders

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

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

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

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

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

4. Invincible: The Hero-Building Game

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

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

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

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

3. Leviathan Wilds

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

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

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

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

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

2. Sammu-Ramat

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

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

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

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

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

1. Marvel United Multiverse/Season 3

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

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

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

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

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

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

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

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

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

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

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

Unboxing

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

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

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

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

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

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

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

Rulebook 

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This rulebook is a mixed bag.

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

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

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

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

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

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

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

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

Gameplay

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Solo Play

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

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

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

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

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

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

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

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

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

Cooperative Play

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

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

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

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

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

Sharing

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

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

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

What I Liked

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

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

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

What I Didn’t Like

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

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

Conclusion

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

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

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

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

A Review of Cyberpunk Unfolds: a Cooperative Escape Room

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

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

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

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

Jumping In

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

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

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

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

Gameplay

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

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

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

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

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

Reactions

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

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

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

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

Conclusion

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

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

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

 

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

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

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

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

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

Let’s take a look!

Unboxing

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

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

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

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

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

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And the main rulebook: see above.

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

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

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

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

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

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

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

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

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

The Rulebook

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The rulebook is .. fine.

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

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

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

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

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

Gameplay

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

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

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

Friends and Foes

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

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

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

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

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

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

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

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

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

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

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

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

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

Expedition

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

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

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

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

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

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

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

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

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

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

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

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

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

Solo Play

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

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

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

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

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

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Used Raven in my 3rd Battle …

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

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

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

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

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

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

Cooperative Play

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

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We ended up winning and generally having a good time!

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

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

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

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

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

“Emergency Sleeving!”

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

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

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Okay, you may now resume your regularly scheduled program.

What I Liked

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

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

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

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

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

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

What I Didn’t Like

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

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

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

These are all minor things.

Conclusion

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

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

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

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

A Fashionable Cooperative Space Game! A Review of Conquest Princess

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

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

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

Let’s take a look!

Extra Specials

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

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This is a bag-building game, remember?

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This upgraded “extra” bag is fantastic! 

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

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

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

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

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

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Look at all that great acrylic standee stuff!

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

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

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

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

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

Totally worth getting the extras and all-in. 

Upgraded components are great, but what about the game?

Unboxing and Some* Unpunching Required

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

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

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

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I mean, everything looks pretty cool, right?

Gameplay

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

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

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

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

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

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

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

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

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

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

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

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On Planet 2 is the Mechapede!  

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

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

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

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

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

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

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

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

Comic/Tutorial/Scenario Book

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There’s quite a bit of reading material.

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

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

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

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

Rulebook

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

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

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

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

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

Solo Play

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

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

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

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

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

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

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

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

Cooperative Play

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

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

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

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

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

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

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

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

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

Player Order

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

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

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

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

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

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

What I Liked

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

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

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

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

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

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

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

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

What I Didn’t Like

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

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

Conclusion

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

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

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

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

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

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

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

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

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

Gameplay

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

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

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

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

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

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

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

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

Solo and Cooperative

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

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

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

Conclusion

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

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

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

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

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

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

Let’s take a look!

Unboxing

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rulebook and Campaign Book

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

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

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

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

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

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

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

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

Solo Rules

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

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

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

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

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

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

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

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

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

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

Cooperative Play

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

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

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

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

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

What I Liked

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

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

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

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

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

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

What I Didn’t Like

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

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

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

Turn Order

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

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

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

Conclusion

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

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

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

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

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

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

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

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

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

What Is This?

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

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

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

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

Too Random

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

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

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The dice: no bad outcomes! All good stuff!

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

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

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Exploding Dice!

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

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

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

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

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

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

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

However, there is hope.  See below.

Other Problems

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Conclusion

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

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

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

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

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