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

IMG_7706

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

IMG_7675

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

IMG_7679

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

IMG_0939

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

IMG_7704

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

Let’s take a closer look!

Unboxing the Miniatures

IMG_7678

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

IMG_7680

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

IMG_7690

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

IMG_7686

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

IMG_7687

IMG_7688

IMG_7689

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

IMG_7683

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

IMG_7685

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

IMG_7722

IMG_7721

The Boss Monsters are very purple! See below.

IMG_7695

These miniatures are just awesome!

IMG_7693

IMG_7694

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

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

IMG_7828

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

IMG_7807

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

IMG_7880

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

These minis are just fantastic.

Rulebook

IMG_7738

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

IMG_7742

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

IMG_7765

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

IMG_7741

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

IMG_7770

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

IMG_7750

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

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

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

Otherwise, great rulebook!

Unboxing the Base Game 

IMG_7676

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

IMG_7707

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

IMG_7709

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

IMG_7755

IMG_7762

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

Gameplay

IMG_7711

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

IMG_7718

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

IMG_7717

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

IMG_7926

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

IMG_7895

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

IMG_7776

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

IMG_7877

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

IMG_7892

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

IMG_7889

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

IMG_7835
1) Which card do I play?  It affects my current turn and initiative!
2) Where do I place my card?  It affects which “core” symbols I block!
3) Which row or column do I activate?  What previous cards do I want to leverage?
4) Do I want to finish a row with 3 cards?  I may clear it, but I get a very powerful one turn!
Each turn is just rife of choice!

IMG_7827

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

IMG_7965

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

IMG_7733

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

IMG_6063
The storybook is the play area! Set-up is easy! Just turn to that page!

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

IMG_7798

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

IMG_7982

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

IMG_7880

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

IMG_7883

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

IMG_7946

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

IMG_7828

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

IMG_7977

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

Campaign

IMG_7727

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

IMG_7830

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

IMG_7932

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

IMG_7898

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

IMG_7900

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

IMG_7698

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

IMG_7724

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

Solo Play

IMG_7705

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

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

IMG_7985

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

IMG_7981

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

IMG_7976

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

IMG_7858

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

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

IMG_7705

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

Cooperative Play

IMG_7933

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

IMG_7943

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

IMG_7939

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

IMG_7940

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

IMG_7942

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

IMG_7941

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

Flanking and Advantage

IMG_7822

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

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

What I Liked

IMG_7691

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

IMG_7876

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

IMG_7828

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

IMG_7880

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

IMG_7918

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

IMG_7834

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

IMG_7965

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

IMG_7870

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

What I Didn’t Like

IMG_7978

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

IMG_7767

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

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

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

Reactions

IMG_7942

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

Conclusion

IMG_7945

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

IMG_7890

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

IMG_7923

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

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

IMG_5215

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

IMG_5217

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

IMG_5219

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

IMG_5220

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

Let’s take a look at this game!

Unboxing The Base Game

IMG_5222

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

IMG_5242 (1)

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

IMG_5244

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

IMG_5267

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

IMG_5246 (1)

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

IMG_5252

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

IMG_5254

IMG_5253

IMG_5241

IMG_5239 (1)

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

IMG_5247

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

Rulebook for Base Game

IMG_5223

The rule book was okay.

IMG_5224

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

IMG_5225

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

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

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

IMG_5226

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

IMG_5228

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

IMG_5229

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

IMG_5230

IMG_5233

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

IMG_5235

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

IMG_5238

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

IMG_5236

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

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

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

Gameplay

IMG_5239

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

IMG_5260

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

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

IMG_5258

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

IMG_5268

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

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

IMG_5264

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

IMG_5294

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

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

Solo Game

IMG_5234

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

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

IMG_5233

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

IMG_5263

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

IMG_5271

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

IMG_5270

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

IMG_5257

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

IMG_5259

I had three major problems with the solo mode.

IMG_5235

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

IMG_5286

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

IMG_5238

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

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

Competitive Mode

IMG_5322

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

IMG_5319

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

IMG_5318

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

IMG_5255

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

IMG_5326

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

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

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

The Legends of Aquiny Unboxing

IMG_5273

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

IMG_5275

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

IMG_5277

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

IMG_5279

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

IMG_5282

We look forward to these envelopes!

Cooperative Play

IMG_5291

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

IMG_5298

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

IMG_5280

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

IMG_5293

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

IMG_5297

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

IMG_5282

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

IMG_5295

The cooperative rules were okay.  They worked.  

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

Communications Limitations

IMG_3734

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

IMG_5290

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

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

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

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

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

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

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

IMG_5292

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

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

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

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

Conclusion

IMG_5213

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

IMG_5286

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

IMG_5273

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

IMG_5299

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

Endeavor Deep Sea: A Review of the Solo and Cooperative Modes

IMG_7441

Endeavor Deep Sea is a worker placement game from Kickstarter: it was originally up for funding back in May 2023 and promised delivery in May 2024.

IMG_7437

My Kickstarter copy arrived October 1st, 2024 (see above) making it about 5 months late.  Meh, that’s not too late in the grand scheme of Kickstarters.

IMG_7442

I backed this because it is a worker placement game promising both solo and cooperative modes!  That’s right!  Cooperative worker placement games are a rare creature, so I was excited to see what this would bring! (How many can you think of?  Exactly!)

IMG_7444

Let’s take a look below!

Unboxing and Gameplay

IMG_7438

So, my version is the deluxe version (see above: I had to pay extra for that).  Anything you see here will be from the deluxe version: mostly, the deluxe version has nicer components and adds a 5th player.

IMG_7445

This is a pretty big mamba-jamba!  Look how the Coke can is dwarfed by the box!

IMG_7484

There is a LOT of stuff in this box!  See above!  The easiest way to take a look at it is to talk about gameplay and show the pieces as we do, so you can see how everything (so much stuff!) interacts!

IMG_7465

There’s 5 “teams” in the game: each player chooses one of them to operate.  (They are all the same except for the color: there’s no special powers or anything).  Each team has a whole bunch of tokens in their little trays.

IMG_7496

The circular tokens are the worker player disks: these go out to “do actions”.  The hexagonal tokens are special tokens that go on the Impact Board (we’ll discuss more below).  Each team also has a Specialist called the Team Leader … they are a Jack-Of-All-Trades: they can do any of the actions in the game!

IMG_7572

As the game progresses, you acquire more and more Specialists: see above.  Basically, you place a circular “worker placement” token (see above) on a Specialist to activate their ability!  Notice that each of the Specialists can only do certain things!  The Skipper can only MOVE!  The Underwater Photographer can either DIVE or JOURNAL!    So, your choice of Specialists is important, as it shapes what you can do!

IMG_7562

The Specialists come from a special tray (no pun intended).  It’s nice, because at the start of every turn, each player gets a Specialist, no matter what!  So, as the game progresses, players get more and more Specialists to activate with the “worker placement” tokens.

IMG_7514

There’s some real interesting things going on with worker placement in this game!  For example, the “worker placement” tokens tend to placed out in pairs!  Also, you can only do an operation (like DIVE or JOURNAL) if your sub is on a Deep Sea Zone with that action on that board!

IMG_7580

For example: Let’s say you want to JOURNAL!  See configuration above!
1) Your sub has to be on a zone with a JOURNAL action (it is: the sub is in the upper portion)
2) One of  your Specialists would have to have the JOURNAL action as something they can do (the Team Leader can do anything, so he can JOURNAL!)
3) You place one token on the Specialist AND one token on the JOURNAL action on the board! (We have enough tokens: one to activate the Specialist and one to put in the JOURNAL action on the board)

This is a little different than most worker placement games … it took me a game a few rounds to get the gist: some of your worker placement tokens go onto the board and never come back!   The idea is that your tokens on the sea boards score you victory points/achieve some goal.

IMG_7581

For example, in the cooperative solo game, you might need to get 5 JOURNALS on the board!  See GOAL 2 above!  So, that’s why one of your worker placement tokens stays on the board: to denote progress for those Goals!

IMG_7516

Now, lest you think you run out of these tokens quickly, never fear!!! These worker placement tokens are both created (from your supply) and reclaimed  (from your Specialists) every turn!  But it’s your player board determines the rate you get more tokens!

IMG_7517

Each player gets a board like above (all boards are the same except for color; there are no special abilities).  The 5 tracks above help determined the rate of many things!! The higher the track the better!

  1. Orange Bubble: How good a Specialist can you recruit? (Reputation track)
  2. Green Light Bulb: How many worker placement tokens do you create this round? (Inspiration Track)
  3. Yellow Arrow: How many worker placement tokens can you reclaim for specialists this round? (Coordination Track)
  4. Blue Puzzle Piece: How fast can your sub move/How many Subs do you have? (Ingenuity Track)
  5. Black DNA: Research Track … How much Research do you have so you can JOURNAL?

At the start of every turn, you will gain a Specialist, create some worker placement tokens, and reclaim some of them from your Specialists.  

IMG_7511

Once you have all tokens for this round, you put all your tokens in your Staging Area … and you are ready to go for your turn!  Players play an action one at a time, and play until they want to, are out of tokens, or out of Specialists!  Many times, you will find you have more tokens that Specialists that can use them …

IMG_7574

And that is the worker placement part of the game!  Using worker placement, New Zones come out, players explore, players journal, they dive, they conserve, they explore the deep sea! See above for what a completed game might look like, both with new Zones explored, worker placement tokens everywhere, and a bunch of journals!

IMG_7482

There’s significantly more to this game, but it’s got such a different worker placement feel, I wanted to go over that part a little!  I really do like the components! 

IMG_7560

When the seascape is all explored, it looks really cool! 

IMG_7499

Everything is very readable and the trays make it so easy to jump into a game!

Rulebook

IMG_7448

The rulebook has good points and bad points: generally, it’s pretty good.

IMG_7455

It’s does well enough on The Chair Test: it opens up without drooping too much, it stays open, the fonts are big enough, and there are plenty of pictures. It’s about a solid B+ on The Chair Test.

IMG_7448

The front page jumps right into the overall game: it does a nice job “introducing” you to concepts that will permeate the game!  I also like how it mentions there are several ways to play the game! (Play Against your friends, or With them, or without them!)

IMG_7449

The Components pages are pretty great: they show all the components and show the fronts and backs of cards and Specialists.  This is well done.  See above.

IMG_7450

The Set-Up is good.  See above: It shows pictures of everything and has easy-to-read annotations.  I had no trouble getting set-up!

IMG_7452

Generally, this rulebook is very concise.  This is both boon and bane: it keeps the rulebook shorter (which makes it easier to peruse and get through) and generally clear, but there are several places where a few sentences would go a long way.    My friend Sam actually knocked a full half-point of of the score because it was too concise in a few rules!

IMG_7456

One such example of this is the cooperative rules (the last page), where it’s not clear that little blue bubble is considered an optional one of the 7 goals you can achieve!  It clearly looks you must achieve it as well as the other goals … but the more you stare at the components, the rules, and the game, you have to conclude that it has to be optional, or the game is too hard.  A sentence saying “The Impact Mission Goal is one of the optional 7 goals” would have done wonders for my first few solo games.

IMG_7454

This is a pretty good rulebook overall, it just needs a few more edge cases defined and few more sentences for clarification.  Honestly, I really like this game, but this is one of my major complaints.  Concision and precision are worthwhile goals, but not at the cost of clarity.

There is also no index.  Or Table of Contents. You pretty much have to go searching linearly for rules when you need to find them.   This is a big enough game that I think a Glossary or Index would have helped a lot.  

IMG_7452

This is a generally pretty good rulebook, so I don’t want you to think I didn’t like it…. I did like it!!  It has lots of good examples, lots of good pictures, and it teaches the game pretty well.  But the lack of index and lack of some extra clarity were frustrating.   It was pretty good, but it could have easily been a great rulebook.

Solo Play

IMG_7443

Endeavor Deep Sea does support solo play!  Congratulations for following Saunders’ Law!

IMG_7458

All of the solo rules (and cooperative rules) are found on the last page of the rulebook. The rules SAY  there’s only one real change between Solo and Co-operative rules: The Solo player plays 7 rounds instead of 6 rounds… that’s it!!  That’s great!  … well, that’s what the rules SAY … but the solo and cooperative rules really do change the game more!  Instead of victory points, players are trying collectively complete some goals, (and must choose from 7 goals to complete).  The basic rules stay the same, but the victory conditions are VASTLY different!   The game feels very different in solo/cooperative mode, so I don’t 100% buy “only 1 change”. But generally, that’s true.

IMG_7455

Nominally, this is a competitive worker placement game FIRST (as the competitive rules come first), but there’s not too many changes to make the game solo/cooperative.  

IMG_7581

The competitive game is all about victory points on the goal cards (see above)!  But, the cooperative game (and solo) is all about working together to achieve (collectively) a certain number of Goals … 4-7 Goals, depending on your difficulty.  For example, for GOAL 2 (above) JOURNALing, the 1P needs to do 5+ JOURNALS to “achieve” the goal, but 2P need (collectively) 8+ JOURNALS!

IMG_7577

Each scenario you choose will have 3 unchanging goals (as per the scenario) …

IMG_7507

… and then bonus goals you draw (4 in the solo game) …

IMG_7519

.. and finally the Impact Sheet goal!!  (This was the goal we complained about in the rulebook section, which was unclear that it was one of the OPTIONAL goals!)

IMG_7546

You get to choose which of the Goals you want to try to achieve, but you can change you mind mid-game as the game evolves!

IMG_7576

I have currently played about 4+ solo games!  I played two with the starting Scenario, and a few others to get a sense of what other Scenarios do!  I had to play one full game to “get” the game, but after that, the game flows pretty quickly!

IMG_7466

I like this game!  There are about 10 Scenarios, so there is a lot of variability to extend the life of the game.  And the game plays fairly quickly: with only 7 rounds, you find yourself running out of time quickly!  So, your turns are fairly thinky as you try to take the best advantage of the Specialists you have, how to advance your tracks, when to explore, when to move, when to JOURNAL, when to dive, and what regions to explore! 

IMG_7575

This game has a really neat “explore” feel as you SONAR to find new regions of the sea to explore!  But, even cooler, you get to choose which of 2 regions to bring forth!  And each region has different bonuses when discovered! And different special abilities!  And different new Locations!  Remember, Locations get “filled” as you play, so you absolutely have the explore to open up new regions and new Worker Placement Locations!!!  So, you have to balance “Well, I like the bonus I get if I discover this region, but we need these spaces to win!  Which do I choose?”    Every thing you do involves some kind of choice which affects your game!

IMG_7542

I had a really nice time playing this solo.  The plays pretty well once you’ve played it solo.  And you can absolutely teach your friends the game quickly once you know it.

I would absolutely play this again solo.

Two Players

IMG_7554

Sam and I had a good time playing 2-Player.  Because of my solo experiences, I was able to teach the game quickly, and we jumped right in!

IMG_7558

There was a good balance of cooperation and solo agency in the game: every one did what they wanted on their turn, but there was discussion about what Zones to bring out, what Journals to do, what Specialists to focus on.  I don’t think there would be a lot of Alpha Player problems in this game, as each player still has agency.

Generally, the 2-Player game went … swimmingly (pun intended).

The only real problems were more with the rules: both Sam and I felt like the edge cases and some of the cooperative Goals needed more explanation.  Since this is a competitive game first, the co-op explanations get the lesser explanation.

3-4 Player Games

IMG_0918

The three and four player cooperative games went over quite well.

IMG_0912

The only real problems of the 3 and 4-Player game was the downtime between turns.  In the solo and 2-Player games, the game moves much more quickly as the turns bounce back and forth quickly.  In the 4-Player game especially, sometimes it felt you did have to wait a long time for your turn to come around.  There is some analysis paralysis in this game, as you try to find the right Specialists, right actions, and so on, so they gets multiplied out.   This isn’t as bad as you might think because the game is still cooperative—while your friends are thinking, you can be talking about strategies with others, plans on your turn, and generally communicate.   Luckily, there are no communication limitations in this game!  So, even when someone might be taking a longer turn, players can still talk!  

IMG_0914

Another possible negative was that the game was pretty multiplayer solitaire.  Sure, players could talk freely, but none of the actions of the game “really” help others … (some of the Journals help all the other players, but those are few and far-between); mostly, each player is trying to do the best they can on their turn, while trying to keep the cooperative goals in mind. I am not sure that’s too big of a negative, because the multi-player solitaire keeps everyone involved on their own turn.    Even when someone is taking a longer turn, there are still cooperativ things the other players can talk about.

IMG_0917

Generally, the balance of the multiplayer solitaire and the longer turns seemed to balance out: players were either thinking about their own turns or talking to each other about the cooperative goals.   There did seem to be less cooperation and more multiplayer solitaire in the 3 and 4-Player game than the 2-Player game.  Nevertheless, it still seemed to work fine.  Everyone had a good time.

What I Liked

IMG_7574

Exploration: I liked exploring the seas!  It’s a real interesting phenomena in a worker placement game that you have to explore to bring out more location because you keep using them up!  The exploration worked really well because you got to CHOOSE which of 2 tiles comes out!  That choice kept me more involved and interested in the game.

IMG_7548

Components: The components are generally very high quality and easy-to-read.  I liked that the tokens were in a token box … it was so easy to set-up!  I don’t think this game will win best components of the year or anything like that, but I liked what I saw and everything was easy to read. 

IMG_0919

Seas: I did like the look of the seas once you had explored a lot.

IMG_7580

Worker Placement Mechanism: The fact that the worker placement is so different in this game really elevated the play (you have to be in a Location with an open spot, and you have to have a Specialist that can do that action, and tokens are typically placed in pairs).  But it also felt very thematic to the game, with the Specialists!!! Also the fact that worker placement worked so well in a solo, and more impressively, in a cooperative game really made this stand out.

IMG_7484

Variability: There’s quite a bit of gameplay to be had between the variability of the Scenarios, the Zones, the expansions (which were included with our copy), the many Goals, and all the little touches in the game!    That really extends the life of the game.

Continue reading “Endeavor Deep Sea: A Review of the Solo and Cooperative Modes”

YANG: Yet Another Nature Game. A Review of the Cooperative Nature Deck-Building Game Ecosfera

IMG_7223

Ecosfera (Eco sfera as implied by the cover) was a game on Kickstarter in April 2023: See here.

IMG_7224

This is a cooperative deck-builder with a few push-your-luck elements. This is also a nature themed game! Nature is a very hot theme for games right right, so I call this Yet Another Nature Game (YANG). Many nature games are competitive, so this stands out as a cooperative YANG.

IMG_7226

This is a game intended for 1-4 players, ages 8+. The intended time is 45-60 minutes, which is about right, but see more discussion below.

Let’s take a look!

Unboxing and Gameplay

IMG_7228

Ecosfera is a smaller box game: see Coke Can above for scale.

IMG_7237

Ecosfera is mostly a card game, but it also has a lot of punch out tokens: see above.

IMG_7348

This is a deck-builder with three different “currencies” of buying.  Elements buy plants, plants buy animals, and animals buy biomes.  See the offering of elements, plants, and animals above!

IMG_7243

The base currency is the elements: the multi-colored cards above are also multi-labelled cards to avoid color-blind issues.  These elements can only buy plants.

IMG_7278

See two plants above: notice the element symbols on the BOTTOM of the cards. You can only buy a plant if you have the elements (we need two winds to buy the Papever radictum). You can be missing one element and still buy a plant … if so, you get that extra missing element for free into your hand. You’ll also notice the symbols at the TOP of the cards: these are the currency for buying the next level: animals.

IMG_7355

Animals can ONLY be bought if you have two plants with matching symbols on that animal!  Again, the cost to buy animals is on the BOTTOM of the card.   Using the two plants from above, we can buy a Penguin, because we have two of the Tundrus symbol!

IMG_7290

Finally, the animals buy biomes.  If you have two animals sharing some biomes, you can immediately spend them to buy the overlapping biomes!  Using the penguin and the lizard above, we can acquire the Aquaticus biome since the animals share that!

IMG_0884

If you make all biomes, you win!

IMG_7244

Along the way, many things can go wrong: you can get the Disaster cards (see above: the different symbols mean nothing)! These cards clog your deck, preventing you from buying things along the way!

IMG_7270

If you can’t buy anything on your turn (either a plant or animal or biome), you get a Disaster card in your deck. By itself, the Disaster card doesn’t do anything: it clogs your deck mostly.

IMG_7286

But, if you ever get 3 Disasters in your hand (see above) …

IMG_7247

… your turn immediately ends and you get an Extinction Tile! (If you get 4 Disasters, you immediately get 3 Extinction Tiles!)

IMG_7285

If you ever get 7 Extinction Tiles, you lose!

IMG_7248

Along the way, each Player gets some tokens to help them.  The Plus (+) can be spent to pull an extra card, the Star (*) can be spent to refresh a line of cards (to get better buy options), and the Arrow is the most important symbol in the entire game: you can use it to move cards to other players OR to cull cards (ya, but you can’t EVER cull Disaster card).

These are one-time usage, however, you do refresh them every time you have an animal pair that matches a biome in your hand.  (So even if you can’t buy a new biome, you can still refresh your tokens).

IMG_7275

You’ll notice that some of the cards ALSO have these symbols: you can choose to use these symbols from your hand as well! (Only one OR the other)
IMG_7276

To help remind you which cards have been used, the game provides some leaf reminders: see above as we use to remind ourselves that we used the + and can’t use that card again.

IMG_7249

This game is quite lovely to look at: the art and tokens are easy to read, and cards are a very nice linen-finish.  In all my game groups and plays, the players commented on how nice the art on the cards is.   This is a beautiful production.

Rulebook

IMG_7231

The rulebook was okay.  It looks a bit daunting because it’s very thick, but it also have 4 translations in it.  It only take about 9 pages to get the rules across.

IMG_7254

Although the rulebook works fairly well on the chair next to me, and the font is a decent sized, I was slightly annoyed that I had to hold the rulebook open many times! I want my rulebook to lay open on the chair next to:  this ventures into C territory for The Chair Test, but since I can “break the spine” to get the rulebook to stay open, I’ll give this a B- on The Chair Test.

IMG_7233

The set-up and components were fairly well-notated on the first two pages.  This allowed me to jump in fairly quickly, which was nice.

IMG_7255

The rules had some nice pictures showing how the game flows and plays (see above).

IMG_7256

I felt like some of the organization was a little off: they spent precious space showing simple rules, but then failed to elaborate more complex rules in a few places. 

IMG_7257

The rulebook was fine: it taught the game, but sometimes you will have to go hunting for a rule.

I won’t ding this for the lack of an index because it is a pretty simple game overall; it doesn’t need one.

Player Count

IMG_0881

More than any other game I have played in some time, the Player Count matters for this game.  It’s either a slog of playing of cards that play themselves, or a dynamic event! 

Solo Game

IMG_7268

This game does support solo play (see top of page 10): Thank you for following Saunders’ Law and giving us a solo mode. The only real difference is that the Arrow symbol means that you can’t share cards with anyone else (you can still cull), you can only share with yourself and give yourself an extra card.

IMG_7252

See above as I have a solo game set-up!  The solo mode does allow you to learn the game: I have played this game quite a bit solo.

IMG_7285

My first solo game was a slog and I hated the game. What am I missing? I found this thread on BoardGameGeek where someone else had the same experience: What Am I Missing? Armed with that information, I tried again and did a little better.

The most important thing you learn from a few games is that the Arrow symbol is critical.

IMG_7277

The major problem with solo mode is that your deck just builds and builds (see how huge my solo deck is) and many times you feel you have no agency!   You just draw cards and hope you get the cards you need.  You can either do something or not.  That’s it.  The game feels like it plays itself!!!  If you have used all your tokens, well, it’s even less fun.  Right now, the solo game hovers at a 4/10 for me.  (I will revisit this below)

I had enough information to teach my friends AND emphasize the Arrow. Maybe the game works better with more people?

Two Player

IMG_7361

Sam came over and we gave it a a try: I made sure to emphasize the Arrow symbol and that we needed to talk.

IMG_7353

The game went a little better as we tried to be intelligent about the use our symbols. Again, the most important feature is to use Arrow to share cards at the right times.

IMG_7359

The decks still got pretty big (see above), and many turns had nothing happen as we acquired Disaster after Disaster. See below.

IMG_7349

IMG_7356

We started to see a little more strategy: maybe it made sense to move a card to my compatriot, maybe it made sense to cull this card.  There was more sharing as we tried to help each other.

In the end, we won, and there was some sharing.  And there was some discussion.  And there was some strategizing.  But there were a whole lot of turns where nothing happened and we just acquired a Disaster.   During those turns, it just felts like the game was playing itself.

In the end, Sam gave the 2-Player game about a 6/10.  I was a little more down on the game after my solo play and I gave it a 5.5/10.    The decks got huge, and there were still a lot of turns where nothing happened, but we saw a glimmer of the sharing and strategy.

3- Player and 4-Player

IMG_0882

We saw, in the first 3-Player game that this game CAN be fun!  As long as you use all the symbols on the cards, and try to use the Arrows to move and cull cards, and communicate and cooperate, the game feels like you have agency!

IMG_0883

The difference between a solo/duo game and a 3 to 4-Player game is the number of opportunities!  More players means more opportunities to share resources smartly!

“I can share this card, but Sara doesn’t have any animals.  AH!  But Andrew does! I’ll share this with him so we can get the last biome!” 

All of a sudden, people are looking around the table for opportunities to share!  People are talking, people are communicating, people are cooperating!  

IMG_0885

The 3 and 4-Player game is fun!  As long as you exploit the shared opportunities, this game can be quite fun!  My friends all had fun and wanted to play again.  

I mentioned the problems with  solo and duo play, and my friends said “There’s just more opportunities to be smart with more players!”

Be aware, if you are looking for a game that is good as a multiplayer solo game, this isn’t the game for you!  If you play Ecosfera like multiplayer solitaire (no one really works together and everyone just plays by themselves), Ecosfera will have all the problems of the solo game … and it won’t be fun.  In order to truly enjoy this game, you need 3 or 4 players with a group that will engage with each other! 

You need to have opportunities to share.  You also need to strategize to use those opportunities well.  There’s a lot more of this in the 3 and 4-player game.

Conclusion

IMG_7287

If you are looking for a solo game, I can’t recommend this game: although the solo game is good enough to teach the game, it leaves a bad taste in the mouth that this game plays itself.  It’s about 4.5/10 at a solo play because it just barely works.

IMG_7361

Even a 2-Player game isn’t quite right: there’s not enough quite opportunities for intelligent sharing; the game still feels like it’s playing itself too much of the time.  It’s better at 2-Player than solo (maybe a 5.5 or 6/10), but I still can’t recommend it.

IMG_0881

It’s not until you get to 3 or 4 players together that this game opens up and becomes fun!  There are so many more opportunities to work together and strategize together as a group when you have 3 or 4 players!!!   In that configuration, I can recommend this game, as can my friends: they have suggested we play again! This is a 6.5 or 7.0/10 for 3 to 4 players.  Just make sure you play with a dynamic group!

I don’t think we’ve ever had a game that is so player count dependent! If you want a solo game or something to play with your partner, I can’t recommend this game.  If you want a game that plays multiplayer solitaire with little interaction, again, I can’t recommend this game.   I think this game only works with 3 to 4 players with a dynamic group … and then it’s fun.

The Nature theme is fairly thematic, the art is pretty, and the game is gorgeous …. but that will only get you so far: Be aware of when this game works and when it doesn’t before you pick it up.

Run Run Run! See Cats Run! Run Cats Run! A Review of Run Run Run!

IMG_7037

Run Run Run! is a cooperative game from Kickstarter: it was up on Kickstarter in February 2024 (with several other games) promising delivery in May 2024. It actually delivered in late August 2024, so it was about 3 months late. Eh, that’s pretty good for Kickstarters.

IMG_7041

With a name like Run Run Run!, this sounds like it should be a real-time cooperative game, but it’s mostly cooperative tile-laying game. See our Top 10 Cooperative Tile-Laying Games for more discussion of the tile-laying genre.  Run Run Run! is also a little bit of a boss-battler game.

IMG_7042

This is a light-weight cooperative game for 1-4 players taking about 30 minutes: the game time listed on the box seems accurate enough.

IMG_7128

So, this game was part of an “import Kickstarter” where they found games from around the world and imported them to the USA.  Apparently, this is an older game by Bruno Cathala and Antony Perone.  BoardGameGeek lists the game as a 2021 game, although for some of us here in USA, this is a brand new game (including me).  This is the 2nd Edition of the game, so I guess it’s new in that respect.

Let’s take a look!

Unboxing and Gameplay

IMG_7068

This is a game with a LOT of tiles: more than half the box was filled with punch outs. The first 30 minutes of my unboxing was just punching out all the tiles and other components! We did say this was a cooperative tile-laying game!

IMG_7079

Players assume the roles of one of four explorer cats (Catventurers to use the nomenclature of the game)! See above! Each explorer cat has a special power that is invoked when they roll a ‘?’ on the dice …

IMG_7080

This is also a cooperative boss-battler game: you will face one of the three Final Boss Mummy’s above! To win, you have to take out the Final Boss before it makes it back to the Relic room!

IMG_7081

Along the way, lesser Mummies will be summoned to slow you down. If any of the Mummies ever make it to the room with the Relics of the Pharaoh, all players instantly lose! You need to keep all Mummies OUT of the that room!!

IMG_7105

Players lay out tiles, one at a time, trying to build a maze out.

IMG_7111

To unlock the Final Boss, you have to build three tiles adjacent to each other with different symbols!  And you have to do this three times (or more)!!  See above!  This is the only way to unlock the Final Boss, but every time you do that build, you invoke a “trap”!  See above as the Mummy  summon triggers a “trap” that gives the Final Boss 5 more hit points!

IMG_7106

Torches are an important part of the game: you need to put torches in rooms to see!  You start with 5 collective torches, and if you can’t place a torch, you get closer to summoning a Mummy!

IMG_7096

At the start of the Mummies’ turn, you roll a die (or  more…)! If you roll the monster symbol (see above), you have to move all Mummies closer to the Relic Room AND you also come closer to summoning a new Mummy!

IMG_7108

Every time you roll a monster, you have to put a heart on the current top Mummy tomb!

IMG_7101

If a mummy get 5 hearts, it has been summoned the Mummy and that Mummy goes on the board! Where on the board? Player’s decide!

IMG_7102

Usually you put the mummy as far away from the Relic Room as possible (see above), or right next to a Catventurer so they can fight it!

IMG_7107

Mummies are defeated by rolling dice!  See the attack dice above!  Some symbols give you a successful Attack: note above we do 4 damage to a Mummy with 7 hit points! But since we have have the x2 token, we do all 8 damage and take it out in one shot!

How do we get dice?

IMG_7114

Every exit on a tile you discard give you an attack die!  For example, to get all 6 attack die above, we can discard the one tile with all 6 exits to get all 6 dice (6 is the max).

IMG_7104

How did we get the x2 token?  Whenever we explore a Sarcophagus room (with the little golden coffin, see above), we get a Sarcophagus token … one of which may be a 2x!  See above!

IMG_7112

Oh yes, if we ever run out of torches, we can get new ones in a couple of ways. One: if we build three rooms adjacent (see above) the same symbol, we immediately get 5 torches!

IMG_7345

There’s also a cooperate action which can give more torches (or tiles if needed). See above.

IMG_7195

If we can take out the Final Boss before he reaches the Relic Room, we win! See above as we LOSE as the Mummy enters the Relic Room!

IMG_7078

The production for this game is pretty great with tons of thick cardboard tokens! The art is super cute and the game looks like a high quality, but cute, production!

Oh, and this is a cooperative cat game! It may not be clear at first, but we are all cats working together!

Rulebook

IMG_7059

The rulebook is good.

IMG_7066

The rulebook gets an almost perfect score on the Chair Test with an A!  See above as it fits perfectly on the chair next to me, it stays open, it has readable fonts, and it has good pictures!  This would probably get an A+ on the Chair Test if the fonts were just a little bit bigger.  

IMG_7060

The Components page is great: it shows all the components with annotations. See above.

IMG_7061

The set-up pages are perfect: the entire set-up is pictured and each step is labelled with a relevant number!  I can leave this open, and set-up the entire game from these two pages!

IMG_7063

The rest of the rulebook is pretty good.

IMG_7064

My only real complaint is that they didn’t show/explain all the possible Trap tokens that can come out. I had to “guess” what they meant.   It was mostly intuitive, but not always.

IMG_7067

The last page of the rulebook is useful: this is where I wish they would listed all the trap and Sarcophagus tokens with more description. Still, at least the back of the rules was useful.

There’s no index, but this is a 30 minute game, so I don’t think it needs it.

In general, this is a good rulebook.

Solo Play

IMG_7084

 This has a solo mode! (Congratulations on following Saunders’ Law!).  So, there’s a very small section describing the Solo Mode on the very last page of the rulebook.  See above.  The solo game basically plays true solo: you play one Catventurer (the Cat Explorer) and play the game as-is!  The only rule that needs some “slight” expansion is the COOPERATE action: you can still play the COOPERATE action, but only the solo cat gets the rewards!  This is great!  No real changes: just play the game as-is!

IMG_7120

My first game was a win, as I killed the final Mummy on his way to the end! See above!

IMG_7095

My initial tile selection wasn’t great (as only one room has more than one exit), but I soon got a lot more branching rooms.   I also had a lot of Sarcophagus rooms …

IMG_7099

Those Sarcophagus rooms enabled me to get some great tokens at the start of the game!  I saved those 2x tokens for the end game, because I knew how hard the final Mummy would be!

IMG_7118

I played my first game very well: I kept the Mummy’s under control and I had plenty of tiles going into the final battle, and I was able to build enough space so that the Mummies were far enough back that I could take them out!

IMG_7191

My second game was a close loss: I made the mistake of not having enough of the temple built!  

IMG_7195

I was able to knock the Mummy down to 5 hit points, but he just moved too fast!  He made it to the Relic Room and I lost! See above!

I admit my final loss was depressing because I rolled so poorly; not on the Attack dice but on the Mummy movement!  It’s basically a 50% chance that the Mummy will move every turn, and he moved EVERY TURN after he came out!  The Mummy screamed to the exit and I lost!

Cooperative Play

IMG_7199

Cooperative play went pretty well.

IMG_7198

There was shared workload setting up and playing.  There are enough components in the game (torches, tiles, 5x torch, sarcophagus tokens, mummies, player tokens, etc) that it was nice to share the workload of taking care of the tokens.

IMG_7203

We were able to take out the final mummy!

IMG_7202

Basically, after he came out, were were able to all pounce on him and do as much damage as we could!

IMG_7200

The cooperation in this game was interesting.   We didn’t “love” that you couldn’t talk about the tiles you have, but you were allowed to “point” to to where you were going to build, and that seemed enough to allow us to all move forward.  There was never any “fine-grained” cooperation (“I’ll build this tile, you build this tile”) as we played … because there can’t be!   The cooperation was more “coarse-grained” in that each cat did their own thing on the way to helping the party:  “I’ll take out the light mummy if you can just build!  Oh! I need help with this!”  The game was kind-of multiplayer solitaire with many moments of high-level cooperation.

IMG_7201

If you don’t like cooperative games because of Alpha Player Syndrome (because the Alpha Player tells everyone what to do), then Run Run Run! is game that keeps the Alpha Player at bay pretty well. Because you can’t do any fine-grain cooperation with tiles, the group decides more of the high-level actions together! Everyone stays involved on their turn by choosing the tile to play, but everyone stays involved with the group as they makes high-level decisions together.

With some retrospective, I liked the amount of cooperation the game elicited, even if we did have some communication restrictions.

Communications Restrictions

IMG_7203

My groups don’t tend to like communications restrictions because we get together to play, talk, and strategize together!  We are friends and we want to talk to each other!   Some games with communications restrictions work, and some don’t!  And it’s a razor’s edge of difference.

IMG_7196

Run Run Run! works mainly because it doesn’t stop all communications: you can’t really show your tiles and talk about them precisely.  The rule is (from page 2):

“Also, even though you may openly discuss your intentions, you may not show the tiles from your hand to the other players, nor describe them precisely. You may, however, point a finger to a specific Room, without saying anything…”

The rule is still imprecise (“What does it mean I can’t describe them precisely? Can I tell you it’s a symbol?“), but I think the intent seems to be don’t tell/show others your hand.  Other than that, talk as much as you want!  That seems to work!

IMG_6529

Compare this against the Communications Restrictions in Defenders of the Wild (see our review here):

“At the start of each round, all players must cease communication and maintain silence while choosing a defender card from their hand to play…”

The restriction is much more draconian, and squanders an opportunity to make a multi-player solitaire game even more cooperative!

IMG_6713

What’s the difference?  In Run Run Run!, you simply can’t share your tiles, but in Defenders of the Wild, you can’t talk at all (for that phase)!!  I think this very minor difference makes a world of difference: I liked playing and talking and cooperating in Run Run Run!, and I am annoyed in Defenders of the Wild by the restriction.  (I still don’t think the communications restriction rules work at all in Defenders of the Wild, but maybe the rule should have been simply been “You can’t show/discuss your Defenders“).

It’s a fine line, but the Communications Restriction works in Run Run Run!, but not in Defenders of the Wild.

Try It Out

IMG_7100

Since this game has communication restrictions, one of the things you are NOT allowed to do it show your tiles to any other person.  The problem is, sometimes you want to “try stuff out!” See above as we have a bunch of tiles we want to play with and see what we can do!

IMG_8771

In our review of Race To The Raft (another cooperative cat game with tile-laying), we saw the same problem!  You aren’t allowed to share what you have in your hand in Race To The Raft either, and many times you want to “try” stuff out! 

IMG_8766

In Race To The Raft, we developed the house rule “look away while I try stuff” so we didn’t break the spirit of the game!  That way, you can still try stuff out, while preserving the confidentiality of the tiles.   We ended up doing something like this in Run Run Run!

It’s a shame: neither Run Run Run! nor Race To The Raft nor many of the cooperative tile games games on our Top 10 Cooperative Tile-Laying/Tile-Placement Games have any acknowledgement of this very human phenomenon: People want to try stuff out!  Please, if you make a cooperative tile-laying game, please have some sort of rule for addressing this issue:

“If you wish to try out some tile layout ideas on your turn, please ask others to look away so you don’t overshare your tiles!”

Otherwise, you make people dislike your game because no one feels like they can “play with” and/or “try stuff”! Or people come up with a house rule like the one above anyways.  

Acrylic Standees

IMG_7039

I am a huge fan of acrylic standees!  I loved them in Tokyo Sidekick (see review here) and Kinfire Chronicles (see review here) and Weirdwood Manor (see review here)! So, when this Kickstarter offered a deluxe side of Acrylic Standees, I was in!

IMG_7040

This is a small box full of replacements for the wood standees that come with the game.

IMG_7045

It’s a small box (it turns out, you can fit that box into the final game box with some creative packing).

IMG_7046

See above the the standees!

IMG_7048

They are pretty nice! See above!

IMG_7050

Unfortunately, I had two that were broken.  I think they can be fixed with a little glue, but it was still a bummer. (They had fallen out if their standees, and they really didn’t fit back in).

IMG_7054

My friends and I did a comparison of the Acrylic Standees to the wood meeples: see above and below.

IMG_7057

Which do you prefer?

IMG_7056

In the end … both me and friends preferred the COLORED wooden meeples.  Whaaaattttt???? It’s not that the acrylic standees weren’t gorgeous, but the wooden ones were (1) more HEFTY and  (2) we could distinguish the colors easily from the wooden standees!  The wooden meeples made the game easier to play.

IMG_5465

In our review of Weirdwood Manor, we also loved the Acrylic Standees!  See above!  One of the major differences here as that Weirdwood Manor standees are color-coded ON THE BASE!  See above!  This color-coded base makes it that much easier to distinguish the standees across the table!  I think if Run Run Run! had added color to bases,  that would have made them that much better!

IMG_7085

In the end, my friends preferred the wooden meeples.  And I think I do too.  

IMG_7087

A good compromise might be to mix them: use the wooden meeples for the characters (so you can see each player’s color very easily) and then use the acrylic standees for the mummies!  That way, you get a nice differentiation on the board between the good guys and the bad guys!

IMG_7086

But, you really don’t have to get the Acrylic Standees; the wooden meeples that come the game are very very very good.  

What I Liked

IMG_7196

One: This Is A Little game! This is a fun little cooperative game that’s only 30 minutes.

IMG_7057

Two: Wooden Standees: The wooden standees that come with the game are much better than you think; it is nice that you have the option for Acrylic standees, but you don’t need them.

IMG_7077

Three: High Quality: The components are pretty high-quality, from thick cardboard tiles, wooden standees, and thick readable tokens.

IMG_7197

Four: Limitations Okay: I generally don’t like Communications Limitations in my cooperative games, as they tend to suppress the reason I get together with my friends: to talk!   In this game, the restriction on NOT sharing your tiles didn’t seem to get in the way of us still communicating: we still made plans as a group and had a good time.

What I Didn’t Like

IMG_7088

One: Acrylic Standees: I am slightly annoyed that the Acrylic Standees weren’t better: some of mine were broken, and they really needed colored bases to help distinguish them on the board.   They are still gorgeous, but not as “mind-blowing” as I had hoped.

IMG_7195

Two: Random. The game is pretty random; it all depends on what you roll on the monster dice and what tiles you draw!!!   

Maybe you get terrible starting tiles!! I think there needs to be a Mulligan House Rule at the start of the game where you can redraw your tiles).   

Also, the monster dice gets rolled every turn and there’s a 50-50 chance (greater with more dice) that something bad will happen.   I lost my last solo game because the monster moved EVERY SINGLE TURN when I rolled badly 5 turns in a row!  I simply couldn’t stop him and there’s no dice mitigation for that!

Reactions

IMG_7194

Rich: “I generally liked it.  As I look reflect back on it, I liked it a little better cooperatively than solo. Even though I generally don’t like communications limits, we still strategized as a group and were able to get stuff done, while still having agency on our own turns.  The randomness of the game is a little much (as dice and tile draws control the fate of the party), but since it’s only 30 minute game, it’s not a big deal if you get wrecked.  It’s probably a 6.5/10 for solo, 7/10 for cooperative”

Andrew: “5.5 or 6? It was pretty good. I like cat games.”

Teresa: “6 or 7, it was pretty fun.”

Conclusion

IMG_7058

Run Run Run! is a light cooperative tile-playing game which just so happens to be a boss battler.  The game seems to unfold as multi-player solitaire, as each player cannot share what tiles they have.  But, a higher level cooperation seems to emerge as players take on high-level roles as they play (“You kill the mummy, I’ll build out!“)  If you are looking for a game with mechanisms that tend to suppress Alpha Player Syndrome without losing too much cooperation, Run Run Run! seems to strike a good balance of being cooperative but still giving each player some agency.

IMG_7096

There is some randomness in the game, as it really depends what you roll and draw!  Luckily, this is only a 30 minute game, so even if you get wrecked, it’s a short game.

IMG_7056

I would recommend Run Run Run! if you like the theme and are looking for a light cooperative tile-laying game … with cats!! I am very sad that I can’t recommend the Arcylic Standees: all of my friends (and myself) preferred the wooden meeples that come with the game.  

Run Run Run! would probably make my Top 10 Cooperative Tile-Laying/Tile-Placement Games, just not near the top of the list.

RichieCon 2024 and Top Interesting Games Since Last Year!

IMG_0671

RichieCon 2024 has come and gone!  This year there were some twists and turns, but everything worked out in the end!  For those of you who don’t know: RichieCon 2024 is the gathering of Richie and his friends … honestly, it’s just an excuse to play games every year!  It’s not even really a Con, but we like to put a little pomp into it to make it sound more bombastic.  This is actually the 10th year of RichieCon, but only the 9th actual convocation (as we skipped a year for CoVid).   

IMG_0737

This year’s RichieCon 2024 token is cool: it’s actually hollowed out and you can only see the year and RTS symbol if you hold it up to the light! See above!  You need the Token to get into the Con, and it can only be obtained through “secret means!”  (Find me or Max in the Hall).  Thanks to Josh M. for designing it and Max M. for printing it!

IMG_0713

The name RichieCon is a bit of a joke: I asked my friend Kurt many many years ago:
“Hey, you wanna go this board game convention that’s far away?” 

Kurt said, “Man! That’s like a $1000 plane ticket and then a $1000 hotel bill!  Why don’t you host your own convention and call it RichieCon! It’ll be a lot cheaper!”

And thus, RichieCon was born.

PreCon

IMG_0599

The week before RichieCon is a lot of putting boxes in boxes.  To have some semblance of order, I try to put related games in bigger boxes and label what’s in there.  See the “hot games” box above!

Sam and Teresa and Sara usually come over and help me put everything together. A big thanks to those three for all their help this year! See some of the boxes we put together above!  

RichieCon Day 0: Secret RichieCon House

IMG_0604

RichieCon has a lot of out of town guests that come into town a day early (Friday) and randomly show up with no place to go.  I learned many years ago that it’s nice to have a “secret” RichieCon house for out-of-town guests to hang out on Friday before the Con.  

The “secret” RichieCon house is modeled after the out-of-towners dinner you have for out-of-town guests for a wedding. It’s a way to say “thank you” for coming from so far away! This year, we had guests from Portland WA, Austin TX, Denver CO, Phoenix AZ, Las Cruces NM, Albuquerque NM, and from as far away as Madison WI!

RichieCon Day 1: Morning Pivot!

IMG_0619

RichieCon Day 1 hit a scheduling SNAFU, so we had to pivot and hold RichieCon Day 1 partly at the “secret” RichieCon house!  I guess it’s not so secret anymore!

Thanks to everyone who helped me move boxes and boxes and boxes of games to the “secret” RichieCon house! I couldn’t have done it without Sam, Charlie, Jeremy, Joe, Kurt, and a bunch of other people I didn’t see moving boxes because I was so busy! RichieCon is a community effort!

RichieCon Day 1: Part II!  This Time, It’s Personal

Once we got into the Rec Center for the second half of the day, many games were played!

RichieCon Day 2: More Games!

Sound Mitigation

IMG_0619

If you have ever been to a board game convention, you know there is a lot of background noise.  We had some issues last year with the background noise being too much, so we tried some sound mitigation techniques.  Basically, the Rec Center has very hard sonic surfaces, so sound bounces and echoes a little too much.  Luckily, the Rec Center bought a fairly large carpet (see above) to help with some of that.

IMG_0628

We also bought 5 CostCo rugs (for $18 each) to augment the sound mitigation of the  hard sonically bright floors. See above and below.

IMG_0631

I also have some friends who work in theater and they were able to hang up up some “quilts” on the wall:

IMG_0687

These quilts (see above) were hanging and absorbed some of the sound.

IMG_0672
The general consensus was that the rugs and quilts all helped, but not quite as much as we hoped.  We will probably hang more quilts and get more rugs for next year!  Thanks to Becca and Jeff for providing the hanging quilts!

Games of the Con

IMG_0642

I think the game of the Con was Slay The Spire!  I saw this game played more than any other game!  I think I taught it 3 to 4 times over the course of 3 days and it was played more time than that! See above!

IMG_0684

Flock Together was pretty popular! I saw this played a bunch of times! See above!

IMG_0690

The Cat Box was a running joke: “Play Games from the Cat Box!”  But, there were a lot of games played from here! Race To The Raft!  Cat In The Box!  Hissy Fit!  Power Hungry Pets! I saw all of those games played at least once!

IMG_0676

The Astro Knight games were popular: I saw both the base game and Astro Knights Eternity being played!  I suspect that’s my fault … see below …

IMG_0659

Casting Shadows was quite popular! I think that was played at least 3 times!

IMG_0715

The weirdest game I played was the RPG Fiasco: It reminded me a lot of Spirit of 77!  The point is to make each other laugh as you make up crazy stuff!

IMG_0706

Forest Shuffle may have the other big game of the Con after Slay The Spire: Kurt taught this game many many times!  See above!

IMG_0677

SO many great games played!  Set A Watch! See above!

IMG_0610

Leviathan Wilds was also quite popular!  I taught that at least three times, and I saw other people playing it!

Interesting Games

IMG_0673

Every year, we stop the Con for a little bit to have a “meeting of the souls” where we all talk about our favorite board games! It’s a chance for everyone to give feedback on games they’ve enjoyed since last we met!!  The real point of this is to try to recommend games that people might be interested in.  What happens is that we recommend games, and then we end up teaching them the rest of the Con! 

#6 What game from the last year surprised you the most?  Good or bad surprise?

IMG_4652

Rich:

Slay The Spire was a huge surprise to me! I almost didn’t back it on Kickstarter, but wow! My games groups loved it and it was probably the most played game at RichieCon!

Sam:

 – Hissy Fit. It’s a light, fast, cute game about getting your cat into the carrier to go to the vet. It is also surprisingly fun to play.

#5 What game in the last year do you disagree with reviewers on?”

pic7068528

Rich:

Two weeks ago, Daybreak won the Spiel Des Jahres.  Everybody seems to love this game except for me. I generally love Matt Leacock designs, but this one felt way too random for me.

Sam:

Tom Vasel didn’t like Race to the Raft. However, I really enjoyed the puzzley nature of creating the path and moving the cats to get them all off the island.

#4 What game (that you paid for) did you really dislike? It’s easy to dislike games other people paid for, but what did you pay for that you disliked?

IMG_5214

Rich:
The cooperative expansion for Valroc: The Legend of Aquiny.  The base game of Valroc is a card-drafting, worker placement game that’s pretty good.  The cooperative expansion looked cool with campaign envelopes, but the limited communication was too limited and the very very slow upgrade paths made this not fun.  I would still recommend people try the base game Valroc.

Sam:

I picked up a copy of Call to Adventure (a story crafting game) and felt kind of meh about my plays of it. I’m hopeful that it may grow on me as I play more and actually get the rules all the way right.

#3 What game that came out in the last year that you liked but other’s didn’t?
IMG_5623
Rich:
Gotham City Chronicles: Solo and Co-operative Expansion.  This was so much work to get to the point where I could play solo (6 days of reading and printing and setting-up), but in the end I had fun.  I don’t think most people like Gotham City Chronicles, especially Shut-Up & Sit-Down, because it’s so much work. But I still like it!
 
Sam:
 
Almost Innocent. I really enjoyed the logic puzzle aspect of it. Richie didn’t enjoy it but was also really tired that night and not necessarily sharp enough to do heavy logical deduction.

#2 What was your favorite expansion that came out in the last year?

IMG_3540

Rich: 
Set A Watch: the new stand-alone expansion and the Set A Watch: Doomed Run! (Strictly speaking, they came from the same kickstarter)!  I love this system because even if you roll badly, you can still place dice on powers to activate them!

Sam:

– +1 on Set a Watch: Doomed Run. I only played one of the missions but it was fun to play the characters that were assigned to me and use their powers and items. The two I had ended up chaining together pretty well.

To be different:: Astro Knights Eternity. It’s a good cooperative deck building game and the story parts surrounding the scenario were really good too.

#1 What was your favorite game that came out in the last year?
IMG_5877
Rich:
A cooperative bag-building super hero game set in the unique world of Invincicble?  Sign me up!  This game was so much better than I expected, the upgrade paths makes this game engaging and keep you involved!
 
Sam:
 
+1 to Invincible (Richie) and World Wonders (Kurt)
 
To be different: Age of Civilization. It’s a really tight worker placement game where you draft your unique civilization powers which include number of workers and then use your workers to research technology, get money, build wonders, and go to war to get victory points. Bonus points: it’s a small box, has good solo modes, and takes 45 minutes to an hour.
 

Theme Song

IMG_0674

During the “meeting of souls” and sharing of games, Joe shared with us his version of the theme Song for RichieCon!  Sung to the tune of the Suffragette City by David Bowie!  And yes, the entire room said said “Hey Man!” at the appropriate places!

RichieCon City: sung to the tune of Suffragette City by David Bowie (new lyrics by Junkerman)

Hey Man, you gotta play in the game
Hey Man, custom pieces ain’t no shame!
Hey Man, your kickstarter is drear.
She said your package should be shipping by the end of the year

Hey Man, you really gotta choose
Hey Man, which game you gonna lose
Hey Man, you better learn all the rules
She said you’re getting killed by Sauron or the Cult of Cthulu

[Chorus]
Oh don’t lean on us man cuz you can’t defeat the wizard
I’m back in RichieCon City!
Well don’t lean on me man cuz you blew up all the kittens
You know my RichieCon City!
It’s outta sight, it’s alright!

Conclusion

IMG_0733

As we bring all the games back to the house …

IMG_0718

As we clean the Rec Center and put it back the way it was ..

IMG_0729

And we lock the door .. heading home … we wonder …. was it all worth it?

Yes! It was! It so much fun to see everyone, despite the issues! We look forward to seeing everyone next year!

Coop: The Co-op Game! A Review of Flock Together

As we head into RichieCon soon, I wanted to highlight some games that I think a lot of people will want to play during RichieCon: Flock Together is one of them. Spoiler Alert! We liked this game! I think a lot of my friends will really enjoy this game!

IMG_5776

Flock Together is a light cooperative boss-battler game for 1-5 player;  this was #6 on our Top 10 Anticipated Cooperative Games of 2024!

IMG_5779

This is game all about chickens with asymmetric powers!  (There’s a sentence you never thought you’d hear!)  It’s all about chickens leveling up and working together to fight off the invading predators!  My friends and I joke that this is Coop: the co-op game as players cooperatively defend the chicken coop!

IMG_5781

Flock Together plays 1-5 players, ages 10+ (but I think younger players could handle this), and lasts about 25 minutes per player.    This is what the box says, and that feels fairly accurate.

IMG_5778

This was on Kickstarter back in Sept 2023 and it promised deliver in June 2024.  It arrived at my house in early July 2024, so it’s a few weeks late.  In the grand scheme of Kickstarters, a few weeks late is on time!

Let’s take a look!

Unboxing And Gameplay

IMG_5782

This is standard size board game box: see Coke can for perspective above.

IMG_5783

The components are first class!  There was only one level backing this Kickstarter, so I think everyone will be getting this amazing production when it comes to retail!

IMG_5796

Each player plays a chicken!  Bock!  Each players chooses 1 of 11 chicken books!  See two above!

IMG_5797

Each chicken has kind of punny name: see General Tso above.  My friends and I found these puns funny and not too annoying.  It also sets the mood: this is a lightish, fun game.

IMG_5803

Each player then takes a player board (see the dual-layered board above) …

IMG_5828

I want to point this out because it’s really nice: the spine of the chicken book fits into an indent on the player board! See the indent above!

IMG_5829

And that little book fits nicely into the board!  See above!

IMG_5780

As your chicken plays, she levels up the more she eats!

IMG_5840

You start as a chick (level 1: see above) with only the power highlighted at the bottom.

IMG_5841

If Annie eats 5 food (the little basket tells you how much food you need to eat), you turn the page to get to level 2: A Pullet!  Now, Annie Yokley has two powers and 1 more hit point! See above!

IMG_5842

And finally at 11 food, Annie is a Hen! With 6 full hit points and 3 full powers!

IMG_5809

Each player takes a colored chicken (see above) to move around the board (see below)!

IMG_5815

The board is a beautiful scene with the chicken coop in the middle (“inside”) and the world surrounding it (“outside”)! Chickens move around in this world to do stuff!

IMG_5866

The actions that a player take on her turn are all listed at the bottom of the board! See above. Note that there are “outside” actions (little grass symbol) and “inside” actions (with a coop symbol).

IMG_5867

The player has two action points on her turn and can do any two of these actions (and can repeat). It makes the game feel a little like worker placement, because you have to move your chicken either “inside” or “outside” to perform certain actions, but I can’t really call this worker placement (as players can share spaces).

IMG_5798

Although this doesn’t look like it, this is really a boss-battler game!  You have to fight 3 predators, and then you can fight the final boss to win!   The predators use the same book system as the players: they can level up just like the players!  

IMG_5826

Basically, at the end of a “season” (see Spring, Summer, Fall above), the predators level up!  Each season has its own set of “bad news” cards.  

IMG_5868

This is co-op game, so you have to have “bad news” season cards!  These don’t come out every turn, they come out between the 1, 3, and 6th turn of the season. It’s fairly well notated on the board: see above.  A season ends on the 7th space and a new one starts!

IMG_5825

If you go through all 3 seasons without defeating all 4 bosses, you lose!

IMG_5836

This is a game about needing resources: food (above)  …

IMG_5837

…and eggs.  The food is used to power most actions in the game (attacking, levelling up), but they are slightly more volatile.  The eggs can become food, if you choose to convert during them between rounds.  The eggs are more resilient to weather (“bad news”) than the food, but they must be converted to food to be useful.

IMG_5818

If the players can defeat the three easy predators (see two above) …

IMG_5819

They uncover the big boss who is immediately revealed at level 3!  If the players can defeat the big boss before the last season runs out, they win!

IMG_5801

Oh, to gain confidence and a few special abilities, players can also fight grubs (yellow cards above) or get a power up card (brown).

IMG_5800

Rulebook

IMG_5784

This is a great rulebook.  And I am not just saying that because it’s linen-finished and feels really nice.

IMG_5785

This rulebook gets an A- on the Chair Test: it lays flat, doesn’t flop too much, and has a big readable font.  It’s easy to consult on the chair next to me when I need to look up rules. This game has an excellent form factor.

IMG_5786

The Components page (above) is well-notated and easy to consult.  I always like to correlate components with their names: this components list even spans the same two opposite pages so it’s very easy to consult on the chair next to me.

IMG_5787

The set-up has a great picture: it is well-notated, well-labelled, easy to read, and spans two opposite pages easily so you can correlate the picture with the directions!  Fantastic! What an easy  set-up!

IMG_5788

The rest of the rulebook is the same caliber: it’s easy to read and get into.  In general, it dos a great job of teaching the game.

IMG_5794

It even ends with useful notes on the back.

This is one of the better rulebooks we have seen in a while.  And the linen-finish just takes the cake.

There is one complaint, which I will discuss below.  Otherwise, this is a fantastic rulebook.

Solo Play

IMG_5822

This game has only one real note for how to do solo play: it’s in the set-up for describing solo play!  See above!  Fantastic! This game follows Saunders’ Law!   And it’s a great solo game: all the rules stay the same except for one: you are your own teammate!  There’s no long list of rules exceptions: this is such an easy game to get to the table solo.

IMG_5820

For balance, the hit points of each of the bosses is a multiplier of the number of players!  This is how the game scales the difficulty for the number of players!  So, Professor Moltiarity (above) has 2 *1 + 3*1 = 5 hit points for a solo game (and would have 2*2 + 3*2=10 hit points for a 2-Player game, etc). 

IMG_5852

My first solo game was playing Annie Yokley (see above) and my final boss was Professor Moltiarity!

IMG_5830

The game sets-up quickly and easily. See above as I have the rulebook open on the chair next to me and the game set-up (with Annie) on the table!  It really pops!

IMG_5859

The game is light and plays quickly: you take your two actions per turn, leveling up while you eat, attack grubs, attack predators, and forage for food!  You can always go back to the coop to heal if you need to.

IMG_5860

My first game ended in about 20 minutes with a win!  I don’t feel like I got any rules wrong (I tend to get a few rules wrong in many of my first plays), as the rules are easy and well-described in the rulebook! 

At the end of my game, I felt confident I could teach my friends this game; it was fun and breezy.  I enjoyed the puns and flavor text on the cards.   It was only a 20 minute game and I had fun.   I could see Flock Together getting slightly repetitive if the game lasted any longer, but the solo game felt just the right length! And there was always something interesting to do on your turn, even if you only had two actions! The game moved quickly and I had a good time. 

I am not sure how often I would get the game out just to play solo though.  But the solo game teaches the game well.

Cooperative Play

IMG_0569

My first cooperative play went pretty well.  My friend Teresa loved this world! She loved the art, the cute game, the flavor text, and she loved the chickens!  And of course, we made tons of chicken jokes as we played: we were poultry in motion!

IMG_0555

The game doesn’t take itself too seriously and that flavor (chicken flavor) seems to come out as you play! It really kind of elevates our spirits!

IMG_5861

Early in the game, turns are a little more “multiplayer solitaire”, and each player needs to level up.  Your actions will be just trying to get your chick into something that can fight!   

IMG_0568

But to win, you will almost certainaly have to cooperate in the end game!  See above as Teresa and I fight the Big Bad together.

IMG_0566

The amount of cooperation kind of depends on the chickens you choose and the powers (and one-shots) you get: cooperation isn’t baked-in to the main actions (pun not intended … well, maybe it was intended)! You can’t share resources or actions or do anything necessarily cooperative with your base actions: it seemed like most cooperative endeavors were from specials.   It worked fine for us, but it’s possible your game won’t be particularly cooperative if you don’t get the cards/powers that enable that cooperation. It’s not a dig against the game: it’s just not quite as cooperative as you might hope, especially early on.  We do have a suggestion that would make it more cooperative (see below).

IMG_0558

Teresa and I had fun playing cooperatively.    Teresa says she really wants to play this with her sister! A good sign!

IMG_6019

My second cooperative game wasn’t quite as successful: Sam and I ran out of time and couldn’t defeat the final boss.

IMG_6023

Honestly, it was the weather cards that destroyed us: the weather had us doing 1 less damage to a predator.  We did look back on the game and realized we made a few strategic mistakes, but the bad news weather cards screwed us more than we cared to admit.

IMG_6025

Sam didn’t love Flock Together.

Play Order

IMG_5804

The first player token in this game is a gorgeous metal token! See above! It indicates who the first player is!

IMG_5864

And the rules specify that the game proceeds clockwise (see above, from page 9). 

The first question was: does the play order token move or does the first player always the first player?  The rules, as great as they are, do not specify this!  Most “modern” board games have the player order token move clockwise so that each player gets a chance to go first.  So, do we do that?  Or does it always stay at the same player?  Not clear?

IMG_0567

As we played, we actually got annoyed at this first player marker: we kept passing the player token back and forth, but since none of the rules say anything about when to do this, we forget a few times and lost track of who the first player was!

In the end, we just reverted to Player Selected Turn Order (coarse-grained).  We would decide cooperatively, per turn, who would go first (if it made a difference)!  Then we’d just take our turns in that order that we chose.  In fact, since we didn’t even have turn order, we could take our turns simultaneously sometimes (if we didn’t interfere with each other) … and the game would move along that much quicker!

This is totally a house rule: it’s not in the rulebook.  However, I recommend Player Selected Turn Order in your game of Flock Together: it will make the game move faster and the game will be more cooperative.  I love that first player marker, but it wasn’t working for us (especially since the rules seems silent on it).

What I Liked

IMG_5860

This production is magnificent. 

IMG_5799

The cards are beautiful and linen-finished with Andrew Bosley art!  Just so nice!

IMG_5784

Even the rulebook is linen-finished!  And it’s a very good rulebook (modulo the First Player issue).

IMG_5800

I didn’t mention the Power cards too much in the overview, but if you ever have a turn where you might have a “wasted” action (“I need to move to the coop, but what else can I do?“), you can always use an action to get a Power card: see above.  You never feel like you have a wasted action (which you could sometimes get in other games with Action Points, like Pandemic), as you can always take a Power card!  

IMG_0560

The comedy in this game, although silly, seemed to land for us. See Cleopoultra (oof, what a pun) above!!

What I Didn’t Like

IMG_5837

All the eggs (above) and food (below)  are different colors … and that difference means nothing. 

IMG_5836

I thought different colored eggs would have different powers or something!  Nope!  All eggs are the same!  I actually found that distracting and thought “Oh did I miss a rule?  Why are they all different?”   Maybe an expansion down the road will make that mean something?  Sure, it’s pretty, but I actually think it’s distracting.

IMG_5805

This one is related to the different colors: how are you supposed to sort the eggs and food?  We have 6 (really cool) trays to hold the resources, but because there are 6 kinds of food and 6 different kinds of eggs, which ones do you put in trays?  This sounds dumb, but the instructions don’t tell you how to use the trays (well, they sorta do on page 6, bullet 8, but it doesn’t tell you how to distribute them).  I mean this sounds like a dumb complaint, especially since the trays are so nice, but it does make you pause during the (otherwise great) set-up instructions.

IMG_5804

The Player Turn Order rules don’t work great: this games needs a house rule: use Player Selected Turn Order.  It makes the game more cooperative, more fun, and even moves it along quicker!

IMG_6024

The Weather cards can be a little random and really mess with the dynamic of the game.  It can be frustrating. But since the game is short, it’s not too big a deal.

IMG_5794

Although you have all your actions on your player board, a turn summary/outline would have been nice: if we had one of these, we could have addressed the first player issue! It also would have reminded us of our actions at the end of each turn.   It seems silly, given that this game is pretty easy, but a little turn order card would have been useful.

Reactions

IMG_0562

Teresa gives this a 7 or 8 out of 10.  “I want to play this with my sister!  It’s on a list of games I want to play at RichieCon again!”

Richie gives it the same?  It’s very light (7/10), but it trends up (7.5? 8? /10) because the game is so uplifting with its amazing art, breath-taking components, silly puns, and light gameplay! The only real complaint “might be” that it can get random, but  since the game is so short, that really hasn’t been too big of a deal.

Sam didn’t like it quite as much as us:
Flock 6.5/10: I liked the silliness of the theme but felt like we didn’t have enough actions and the turns were too short to keep track of the round upkeep tasks

Conclusion

IMG_5863

Me and (most of) my friends recommend Flock Together!   The components and art are just stunning, the game has a silly vibe which puts you in a good mood, and the gameplay moves quickly! 

IMG_5853

If you find yourself interested in this game, we recommend playing with the house rule of  Player Selected Turn Order to make the game feel a little more cooperative and engaging.   The game is cooperative, but it may feel less so, depending on the power cards that emerge or characters you choose; The Player Selected Turn Order helps elevate the game’s cooperation factor.

Averaging me and my friends scores, this is probably something like a 7/10 or 7.5/10.  The cuteness and simplicity of the game may elevate that score for you.

A Review of Weirdwood Manor: Putting a Weird Manner into a Cooperative Game!

IMG_5422

Weirdwood Manor was #7 on our Anticipated Cooperative Games of 2024!  This is a bit of a weird entry into the cooperative games space: it’s a cooperative boss-battler worker placement euro game with elements of Pandemic! Whew!

IMG_5424

I backed Weirdwood Manor when it was on Kickstarter in April 2023, and it promised delivery in April 2024.  My copy of the game arrived in June 2024, so it’s about 2 months late … which is actually quite good in Kickstarter terms.

IMG_5426

This is a cooperative game for 1-5 Players, Ages 13+.  I think the 90-120 minutes (as reported by the box above) is too short: It’s been more like 2 hours + 20 minutes per player in my plays.  All of my 4-Player games have been 3.5 hours or more!

Let’s take a look!

Unboxing

IMG_5429

This is a pretty big boy, but it still seems about standard box sizes: see above with Can of Coke for reference.

IMG_5483

IMG_5484

This is gorgeous production! See above!

Rulebook

IMG_5430

The rulebook is pretty good overall, but has two major flaws.

IMG_5431

First problem: Weirdwood Manor makes the fatal mistake of making the rulebook the same width and height as the box!  It’s a giant square!  It gets like a C+ on The Chair Test, as I can’t really lay it on the chair next to me! It flops over the edges and is harder to read.

IMG_5447

The second major problem: there is no index.  In many games, that’s not a huge deal, but Weirdwood Manor  is a very complicated game with many, many, many, many rules: it is in dire need of an Index!  

Other than those two flaws, this rulebook is pretty good.  

IMG_5451

The Components page is great, even differentiating between the deluxe and retail versions!

IMG_5432

The Set-Up was mostly really good.

IMG_5435

In general, this rulebook is pretty good: it’s just long!  This is a very very very very complicated game with lots of moving parts (both literally and figuratively)!  The rulebook does a pretty job of explaining most of the pieces and showing nice pictures/examples!  See above!

IMG_5449

I always feel like the rulebook is doing something right if the back cover contains a summary of rules/flow/icons, which Weirdwood Manor does. See above.

This rulebook is pretty good, besides the square form factor and lack of index.  It taught the game pretty well.   Just be aware: it’s a long rulebook because it’s a pretty complicated game.

Good Guys and Bad Guys

IMG_5453

Each player takes the role of one of 6 characters (see above) in the game: these characters are all magically oriented.  These are the good guys!  They have magic powers and spells! Note how nice those dual-layer boards are! 

IMG_5465

Each player takes the corresponding standee: I have the deluxe version which has the acrylic standees (they are just cardboard standees in the normal version of the game). See above.

IMG_5480

Each player gets their own very specific deck of cards.  Every turn, each player must play exactly one of their cards to “do something”! See the decks above!

IMG_5455

As a cooperative boss-battler game, players choose one of three bosses (see above) to fight.  Each one is very different!

IMG_5489

As a cooperative boss battler, there will be a lot of dice rolled when attacks and defenses happen! See above!

IMG_5467

The monsters (and Lady Weirdwood, off to the left above) are also acrylic standees!

IMG_5493

The good guys characters and the bad guy monsters are all very different!  The good guys each have a different deck of cards with different emphases!  See some above!

IMG_5454

Each character also has a different experience track! When you “do stuff” in the game, you get experience which you can immediately spend to upgrade your character!  With experience points, you choose which track to advance, and each character has different annotations (see above) on their three experience tracks!

Other things make the characters asymmetric:

  • when the character rolls a STAR, a special ability (for that character) only activates
  • each players has different start resources
  • each character has VERY different spells they can activate
  • each character has a different progression to get dice

In general, these characters are VERY different and will play very differently!

The Manor: Worker Placement Rooms!

IMG_5456

The core play of the game is in the Manor (mansion) above.  It’s a bit of chore to build!

IMG_5473

You place tiles in concentric rings: the outer ring (above)…

IMG_5472

The middle ring … (see above) …

IMG_5471

And the inner ring!  See above!

IMG_5497

Players place their standees on the entrance to begin: see above.  

IMG_5495

This game almost has a worker placement feel as well: when you end your turn in a room (see above), you activate the special ability of the room.   See above for two rooms!  The top one will allow you to get resources and the bottom one will allow you to rewind time!  Each room has a very different ability to activate in the game!

IMG_0516

When the Manor is all built (see above), it has a very daunting table presence! See above!

Resources

IMG_5513

There are a number of different resources in the game you get (usually from activating a room): Power (pink), Scarabs (yellow), flame (blue), or books (green).  See above!  These resources are spent for many different things in the game: activating spells, buying dice, buying Companions, and many more things!  

IMG_5512

The small twist here is that the Scarabs, even though they are resources you need (yellow, see above) are also the “Bad News” tokens and they spread “kind of like” the disease cubes of Pandemic!

IMG_5510

Scarabs in a room make it so you CANNOT activate the special ability there! You would have to go into the room and specifically fight them to get rid of them … and if you kill all the Scarabs on your room, you may still activate that room at the end of your turn.

IMG_5568

Scarabs advance from the inner rings to the outer rings when “The Scarab Phase” happens. It reminds me of Pandemic for two reasons: 1) the Scarabs will “blight” a room if there are ever two or more in them (not unlike losing a city in Pandemic Legacy). This blight causes you to lose the room as a worker placement spot! (Don’t despair, you can always repair a blighted room) 2) The progression as Scarabs are always coming out and spreading … just like the disease cubes in Pandemic are always coming out and spreading!

IMG_5488

Generally, flames and books are easy to get from rooms, Scarabs have to be obtained from fighting, but power is harder to get!

IMG_5622

There are limited rooms with power tokens, but most power tokens comes from advancing the Power track on your character (the pink track above).

IMG_5518

There’s a reason we call this a cooperative boss-battler worker placement euro (with elements of Pandemic)!  The worker placement and resource management aspects feel very euro.

Time

IMG_5457

Many cooperative games have some flavor of timer on it: you must win in so many turns, you must win before the Bad News deck runs out, and so on.  Time is handled very interestingly in this game!  In between the concentric circles of the rooms are two rotating rings that tell time!  The first ring (above) is like the hour clock: as you play, time advances from sunrise to morning, to afternoon, to night, and back around!  See above!

IMG_5460

The outer ring is like a day clock: it has numbers from 1-12 on it (see above)!  Every time the inner ring advances from night to sunrise, the outer ring spins!  If the outer ring ever moves from 12  to 1, players lose!  They have run out of time!

IMG_5611

How does time advance?  In two ways!  First, the Monster “bad news” card moves the inner hour circle; see above as the monster card will cause hour time to advance 4 spaces!

IMG_5581

The second way is that a player’s card is to be placed in one of the 4 positions above his character sheet: see above.   Each position is labelled with a time of day: The Lore Master Meditation card (above, far right) has been played above the Night symbol, which means the player MUST SPIN the inner circle to the next night phase symbol!  Every turn, the player MUST play a card to one of the spaces above.  Part of the choices are trying to advance time as little as possible.

This time advancement mechanism must be balanced against matching symbols on the top of the card: see above as Prepare Defenses shield matches the Touch the Fae card!  (Wild)  If these symbols match, the player gets that symbol’s effect (a shield gives one more defense in combat).  Sometimes you may choose to waste more time to get a better symbol match!

This is just one of the many choices players make when playing a card: Which card?  How does time advance?  How do symbols match?

Doors and Connectivity

IMG_5616

These spinning concentric circles of time also controls the connectivity between rooms! See above as the characters in the room with the Chaos Ogre can’t get out to the middle rings! There’s NO DOOR between the middle ring and outer ring! When the day counter spins, the doors will spin and an exit will emerge!

IMG_5576

These “moving” doors take a few turns for players to get: “Wait, playing my card will move the rings before I move my character?”  Most of the time, we would “pretend” to advance the ring to see what connections would open up and then if the connections looked right, … then we would commit.  I do admit, this is very daunting the first few times until you get a handle on it.

Spells

IMG_5573

Each player has three spells on their character board: see above (Upper right of the board). These spells vary tremendously between characters!  Some characters are more help-focused, some are more defense-focused, some are more combat-focused  Each character’s spells are very different. 

IMG_5514

The spells are activated by spending resources … with Power usually being one component.  See above! This is why Power is such an important resource in the game component!  The spells are incredibly powerful, many times making the difference between a winning and losing combat!

Companions

IMG_5579

Players can also recruit Companions to help them!  Companions cost resources (of course), but give two main abilities!  First, they usually give a nice little power you can use once (before you recharge).

IMG_5622

Possibly more important, the Companions give another position to play cards, so you reset time less often! (Every reset causes a Scarab phase!) See above as Oliver has two companions, so he can play two cards without resetting!

Solo Game: True Solo With One Character

IMG_5444

The game has rules for a solo variant (congratulations on following Saunders’ Law)! Basically, you can play as many characters as you want!  The game recommends playing two characters, to get some synergies between characters going!

IMG_5504

You might notice, I spent quite a bit of time describing the components and mechanisms of this game!  I don’t know about you, but playing two characters seemed a little much for my first solo game!  I ended up choosing to play my first solo game as a true solo game: one character.  See above.

IMG_5501

The game really  needs no changes to play  solo with one character: the main balancing mechanism of the game is advancing time for each play, so the total number of plays of the characters remains about the same.  Very approximately, a game is “about” 2 * 12 = 24 turns total.  Each character moves up the hour wheel by 1 or 2 spaces per turn, but the monster moves the hour wheel by 2-5 spaces per turn.  On average, it takes about 2 player turns to advance one day, so at 12 days, the games lasts about 24 turns.  So a true solo player will have about 24 turns, a 2-Player game would have each player take 12 turns, and so on.

IMG_5516

The point of all that is — Sure!  You can play this game true solo without any real rule changes!  I always love it when the solo game follows the main rules: it’s usually so much work to apply solo rule exceptions to a game!

IMG_5522

After playing a true solo game, let me say three things:

  1. This is a pretty fun game solo. 
  2. It is a bit long.  I think it took about 2 hours 30 minutes?  
  3. I absolutely would suggest your first game be a true solo game!  This game has SO MANY RULES!  And SO MANY INTERACTIONS!  Your first game will struggle with rules, discrepancies, and just getting the game.  The last thing you want to do is to context switch between two characters!  Remember, every character is very different and plays very differently!  Context Switching between two characters (as we’ll see below) is rough.

The true solo game works, and it works pretty well. 

Solo Play: Alternating Between Two Characters

IMG_5565

So, because the rulebook “suggests” that two character solo is the preferred way to play, I ended up playing a two character game that way by myself.  At this point, I had at least one true solo game under my belt, so I at least felt ready with a decent understanding of the rules.

IMG_5570

You can see above as the game table became even busier!   And I remember this solo mode working, but I felt like I just had to “get through” it. There was so much work context switching between characters that it was overwhelming.  I’ve emphasized this point quite a bit: the characters in this game are very distinct and very complicated to play!  Each character requires a lot of focus to play it well.  

IMG_5575

Maybe this is your favorite game of all time!  Maybe you want to explore all the characters and how they work together!  I remember in Set A Watch (a cooperative dice placement game we reviewed most recently here),  the 4-Character solo seemed daunting!  Over time, I came to love that 4-Character solo mode after I had totally absorbed the game! Maybe the same thing will happen here?

But, I think focusing on a single character is a lot more fun.   The 2-character solo play felt a little like a slog; don’t get me wrong, it worked, but I just felt like I was going through the motions.  But, maybe after I absorbed this game some more, maybe I will come back to the 2 character solo mode? Maybe?

Right now, I can only recommend the true solo game, especially if it’s your first game!

Cooperative Play

IMG_5607

I was able to get two big cooperative games together: both of 4 players.

IMG_0518

These game groups are very different, but two things seemed to remain the same between the groups.

IMG_0515

One: This game is very long: both 4-Player games took more than 3.5 hours.  Some of this time will go away since it’s a learning game, but all my friends are seasoned gamers and jumped right in (with my help: I taught the games knowing the rules pretty well by this point).  It feels like Weirdwood Manor is going to last at least 3 hours no matter what.   See above as we all go away to dinner, leaving the game set-up to finish later!!!

IMG_0514

Two: All the games I have played had the players “multi-player solo” in the beginning of the game, but engendered cooperation more in the later game.    Well, we strictly speaking, didn’t have to cooperate, but we would have lost if we hadn’t!  Many times, we had to figure out cooperatively how to engage the boss, but someone would have correct the topology (remember the rotating rings?), or defeat Scarabs protecting the boss, or any other issues …  someone had to “blaze a path” for the next player!     Or the next player had no chance!

IMG_5620

Early in my first 4-Player game, I had to “clean-up”the Scarabs in the middle of the board (to protect Lady Weirdwood), but it meant I had to “take one for the team” to do this!  It meant I had to lose a lot of resources and be behind the ball for leveling up my character!  But we ABSOLUTELY had to do this, or we would have lost! (If Lady Weirdwood dies, we lose!) So, I took one for the team … enabling my compatriots to continue!

IMG_5615

Generally, the game starts out very “multi-player solo” because everyone is in dire need of resources!  To get anything going in this game, players have to concentrate on themselves … then, as the game gets further along, it’s clear players HAVE to cooperate, or they will lose!

IMG_5609

Some characters had more abilities or spells that enticed cooperation, so the choice of characters also can affect how much cooperation there is!

IMG_0509

What I saw in my game groups was that the Alpha Player was kept at bay because (as we saw in the solo section) there’s just too much to keep track for a single character!  It’s much much harder to Alpha Player when you are busy concentrating on running your own complex character.  The cooperation happened more organically by people asking for help! 

“Hey, can you get rid of those Scarabs? I need to attack the boss!”

“Hey can you make sure time doesn’t advance too far? I need to make sure the boss isn’t angry yet!”  

IMG_0517

In general, there was a decent amount of cooperation, it just happened more in the later game.

Things I Liked

IMG_5565

The production is amazing.  The game pops on the table!

IMG_5611

The Bad News cards (the Monster cards) are labelled on the back with a “hint” of the basic operation of the card!  The Monster Card (see above) tells us that the Monster will “move somehow”!  You flip the card and find the monster moves!  This is a fantastic mechanism!  It allows players to try to play cards with some general knowledge of what the bad guy will do!   I remember seeing a variant of this mechanism in the cooperative game Paleo (see our review here) where the back of the wilderness cards was labelled with a generic icon as to what was coming!  (We think a mechanism like this could have helped my friends like Hacktivity, from a few weeks ago, more).

IMG_5464

I adore the acrylic standees.   These alone made the Deluxe version worth getting!  They are beautiful, well-labelled, and just pop on the table.  They even emphasize the color on the bottom!

IMG_5581

Playing cards into a slot to control the time advancement is really neat and interesting.

IMG_5461

The rotating rings being used for both TIME and TOPOLOGY is very different and interesting!  It took a little getting used, but it was cool.

IMG_5454

The experience point tracks work really well: you get to make choices and advance your character at the same time!  I think this one mechanism engages players more than might have expected: you become attached to your character as you care how he levels up!   And your character just gets better and better as the game goes on, so you feel like you are doing something!

What I Didn’t Like

IMG_0515

Probably the biggest detriment is the length of the game: several of my friends complained how long the game was. There’s that table (above) left set-up while we went to dinner because the game was so long …

IMG_5616

As cool as the rotating rings are, sometimes we struggled to rotate them: this is a physical issue!  We had to readjust the board on the table to avoid the crack in the middle!  Even when it lay flat on another table, sometimes it didn’t advance great?  It usually worked, but it just needs a slight tweak to make it easier to rotate the rings.

IMG_5611

Speaking of the rings, why does time advance COUNTER-CLOCKWISE in the game???? When time advances in the game,  you spin the rings COUNTER-CLOCKWISE!!  In real life, when a clock advances forwards, it’s CLOCKWISE … thus the name CLOCKWISE!  The rulebook even used the terms clockwise and counter-clockwise in descriptions!  It knows the terms!  This seems very counterintuitive to me!!  It really seems like time moving forward should have been CLOCKWISE (like clocks).  I dealt with it, but this little thing really bothered me!!

IMG_5604

Complexity: this is a very complicated game with lots of moving parts and a long rulebook.  It will take a while to absorb this, and some people may bounce off of it hard because of the complexity.

IMG_5563

Even though this game has a lot of euro elements (worker placement, resource acquisition) and a lot of predictable elements, there’s still enough randomness to that it might just frustrate you.  The game is, at its core, a boss-battler with lots of dice! You will be rolling dice and you might roll great and you might roll poorly!   My friend CC got completely screwed early in one game, and had trouble recovering: he got completely smashed by the boss, and spent the rest of the game trying to recover  … meanwhile watching while the rest of us were doing really well!

That element of randomness … might make one of your friends have a bad game.

Reactions

IMG_0513

The reactions to this game from my friends was generally positive, well, except for CC who got trounced.   CC’s reaction was probably the most nuanced:

I think I might have liked Weirdwood Manor more if I had gotten to play to the end. Sounds like my character got to be useful later on, which was a feeling the game had lacked for me in the turns I got to play. I liked the theme of that one and some of the mechanics were fun, but I got pretty frustrated when I kept getting shut down while watching other players advance. Nice table presence, though, and it felt like it was telling a story in a cool environment which I liked.

Kurt: He started at a 7.5, but upped his bid to 8 or 8.5/10. He really liked it!
Joe: 7.5/10
Teresa: 7/10
Sara: 6-7/10, but want to play it again for more precision
Andrew: 6 -7/10, but wants to play it again for more precision
Me: Solo (true solo), 7.5/10, Solo (two character) 6.5/10, (Cooperative) 8.5/10

Conclusion

IMG_5559

Weirdwood Manor is a beautiful cooperative game with a beautiful production!  But you have to know what you are getting into!  This is a very long and complicated game with euro worker placement elements.  The game always seems to start “multiplayer-solo”, but evolves into more cooperation as the gameplay advances … if you don’t cooperate in the endgame, you will lose!

IMG_5605

I could easily see Weirdwood Manor being someone’s favorite game of 2024!  It has so many unique and quirky mechanisms, satisfying advancement, and engaging play!   Just be aware how complicated this game is!  The extra complexity does have the advantage of keeping the Alpha Player at bay!

IMG_5521

I recommend staying with true solo (take control of one character)  to learn the game, and only tackle solo with multiple characters if you want more challenge. 

IMG_5607

My groups all like the game, with ratings between 6 and 8.5, with most people giving it at least a 7.

Hopefully this review helps you decide if Weirdwood Manor is for you!

More Cooperative Cats? A Review of Nekojima: A Cooperative Cat Dexterity Game

IMG_5346

This week we take a look at a cooperative cat dexterity game: Nekojima!  It can also be played competitively, but we focus on solo and cooperative play here.

IMG_3068

There’s been a trend recently towards more cooperative cat games: just a few months ago, we saw and liked the cooperative cat game Hissy Fit! See our review here.

IMG_8571

Going back a year to July 2023, we saw and loved the cooperative cat game Race To The RaftSee our review here!  We liked it so much it made our Top 10 Cooperative Games of 2023!

IMG_5352

Will Nekojima fare as well as Hissy Fit and Race To The Raft?  Let’s take a look!

Unboxing And Gameplay

IMG_5353

We got the deluxe wooden Collector’s Edition: see above (it  comes with some extras).  We’ll talk about what’s there, but we will focus on what comes in the base game.

IMG_5387

This is a cooperative dexterity game where players place poles and cats! See above! If the poles ever fall over, players lose!  It’s kind of like cooperative Jenga

IMG_5367

The poles must be placed on the platform above: notice how there are 4 different colored regions!

IMG_5372

Each turn, a player will roll two dice (see above), and the dice will indicate where the two regions to place the poles in!

IMG_5366

There are three different variety of poles: blue, red, and white.  See above. 

IMG_5382

The pole color you draw each turn is chosen by drawing a cube from a bag!  See above as the white cube is drawn, and the two poles have to go between the red and green districts on the platform!

IMG_5385

IMG_5368

If players draw a black cube (see above), they must also place a cat (see below) to hang from the poles!

IMG_5386

The goal of the game is to build your poles as long as you can without toppling them! Like I said, kind of like Jenga! (Well, reverse-Jenga because you add wood blocks here, whereas you takeaway wood blocks in Jenga).

IMG_5391

Every cube you draw is placed in a Level score chart: this shows you what your “score” is at the current stage!

IMG_5389

If a single pole falls over, it’s game over!  Your score is the last level you achieved!  Actually, when one pole falls … generally all of them fall!  See above!

IMG_5365

That’s the basics of Nekojima! See the components above!

Rulebook

IMG_5360

The rulebook describes the basic rules pretty well: see above.  The set-up and components are described above on page 1 in one fell swoop.

IMG_5361

The rules are like 4 pages! You’ll notice (if you look closely above), there are some restrictions on how the poles are placed (you can never touch the wire, you can never wrap the cord, etc).

You’ll also notice how the rulebook commits the cardinal sin as being the same size as the square box: it gets a B- or C+ on The Chair Test as the rulebook flops around and hangs over the edges,

IMG_5362

The rulebook is short: the game is easy to describe!  The only difference (really) between cooperative and competitive is in the focus: play still keep building poles and adding cats until everything falls down.  In the cooperative game, all players worked together to get the best score and win/lose together! In the competitive game, the person who knocked the poles over is the loser … only one loser and everyone else wins!   The mode changes the unfolding of the game a little, as the cooperative players will try to set-up their compatriots for easier moves, but the competitive players will try to set-up their foes for harder moves! 

Solo Mode

IMG_5363

The solo mode is described on the last page of the rulebook: see above.  Thank you for following Saunders’ Law and having a solo mode for this cooperative game!

IMG_5387

Basically, the solo player just keeps adding blocks and cats as long as possible  …

IMG_5392

… until the poles fall over.  Whatever the highest level is (see above) is the solo player’s score!

Solo mode worked great for learning the game: it was basically the same set of rules as the cooperative game!   The solo player does the best he can to set-up the next player (who just happens to be himself) for easier placements!   

I mean, from scratch, I learned the game and played the game in 15 minutes. It was very easy to get this to the table.

Cooperative Mode

IMG_5397

Cooperative mode works great.

IMG_5402

The first game ended quickly in heartbreak as the poles fell over.

IMG_5404

Undeterred, my friends wanted to play again to do better!  THIS time, we stood up!  We stood away from the table so as not to shake it!  We did everything we could to prevent any “accidental mishaps!”

IMG_5405

We made it much farther in the second playthrough! See above. But alas, the poles will always fall!

IMG_5399

The great thing about the cooperative play is that people seemed to want to play again!  

Too Many Expansions?

IMG_5358

There are waaaaaaay too many ways to play this game!  See 4 variants above!

IMG_5355

There’s another two variants that comes with the Collector’s Edition as well!

IMG_5353

But in the end, my friends and I were happy with just the base game.  I am not convinced we will ever play anything beyond the base game.  It’s nice that all these expansions are in the box, but the extra expansions seem to “muddy up” the experience.

Abstract or Thematic?

IMG_5379

This is a fun cooperative dexterity game, but it’s probably more an abstract game … that just happens to have cats.  Nekojima seems to really lean try to lean into the cat theme!  See the cat placemat that came with the game!  The cat tokens are nice!

IMG_5401

But, at the end of the day, this is probably an abstract cooperative game. Just don’t tell the cat lovers.

Some Issues

IMG_5395

The Collector’s Edition BARELY fits in the box: in fact, it strains the clasp on the wooden box.  And the stuff that came with it? 

IMG_5353

The extra dice tray is problematic as the dice bounce right out! And the extra game mode with the arches (see above) … ??? I will probably never play that mode, as cool as it looks.

If you find yourself interested in this game, I don’t think it’s worth getting the Collector’s Edition: just pick up the base game.  You’ll be happier for it and have saved a little more money.

Conclusion

IMG_5377

I got Nekojima delivered from Kickstarter sometime in 2023.  Unfortunately, because I get so many games, this one just kinda slipped through the cracks.

IMG_5383

Nekojima is a fun, cooperative dexterity game that leans pretty heavily into the cat theme … but it’s still pretty much an abstract game.  The cats do make it cuter though.

IMG_5371

Nekojima would probably make my Top 10 Cooperative Dexterity Games if I ever redo that list.  This is probably a solid 7 out of 10 overall, with the cooperative game being more fun than the solo game.

I suspect Nekojima will be played quite a bit at RichieCon 2024 this year: there are a number of people who love their cat games and this game just looks so great set-up on the table.

IMG_5386

Appendix: Furoshiki

IMG_5373

One of the things that “seems” to be in the base box is a cat placemat.

IMG_5374

I thought it was just a placemat for the game.  Nope!

IMG_5394

Nope! Apparently, it’s for Furoshiki! See the back of the pamphlet above! It’s about the art of folding and carrying things.

IMG_5377

I thought it looked nice as a cat placemat.

A Review of Slay The Spire (The Board Game) From Someone Who Doesn’t Like Rogue-like Games And Has Never Played The Video Game!

IMG_4652

Rogue

When I was an undergrad at college, a lot of my friends played a game called Rogue on the vt100 computer terminals.

vt100rogue

It was a little dungeon crawler that my friends spent HOURS and HOURS playing.

It’s a Dungeon Crawler? Fun!  Do you save you characters very often?
“Uh, … no.  You just play until you die.  You don’t save characters.”
I’m out!”

And that was pretty much where I learned to dislike Rogue-like games.  If I play a dungeon crawler spending hours leveling up my character, I want to save it!  Part of the fun, for me at least, is returning to my character that I’ve invested in.  I have no desire to play a formless character that just dies.

To be fair, my opinion has not aged well.  I have been informed by many people that Rogue-like games have some saving capability.  Still, my malformed opinion has persisted through the years.

Slay The Spire

IMG_4653

Because of my prejudice against Rogue-like games, I have never played the original Video game Splay The Spire.  I must admit, though, that I was intrigued by Slay The Spire (a cooperative deck-building game) when it appeared on Kickstarter back in November 2022.   The original Slay The Spire video game was really only a solo game … maybe the transition to cooperative board game would make it something more up my alley?

IMG_4657

This arrived at my house in May 2023 (see above); it had promised delivery in Dec 2023, so it’s about 5 months late.  In the world of Kickstarter, 5 months late is not bad.

IMG_4656

This is a cooperative board game for 1-4 players, Ages 12+, with only 60-90 minutes per Act!  I was intrigued!  To be fair, a lot of my friends seemed “excited” to play this game, so I freely admit that their enthusiasm was contagious.  

Let’s take a look!

Unboxing

IMG_4659

This is a pretty tall box (see Coke can above for perspective), but  it’s about the same form factor (in length and width) as a Ticket To Ride size box.

IMG_4661

The top of the box has the rulebook and Upgrades and Items guide.

IMG_4665

Don’t be too impressed by this Upgrades and Items guide: all it does is show all the cards!  It has no disambiguating text!

IMG_4668

There is a very nice boxing/unboxing guide for putting this together and taking this apart. See above.

IMG_4680

Are you like me as one of the few people and didn’t know that Slay The Spire Video Game was a deck-building game? Well, the board game is also a deck-building game!  As a deck-building game, this game comes with SO MANY cards!  See above and below. And its own sleeves!  For more discussion of Cooperative deck-builders like this, check out our Top 10 Cooperative Deck-Building Games!

IMG_4721

I have been informed that the cards and art look exactly like the Video Game.

IMG_4687

And there are a ton of cards and boards!  See above!  This game looks really fantastic! See above!

And it looks like the Video Game.

IMG_4731

I want to be 100% clear about this: this production is amazing!  It’s a deck-building game that comes with sleeves!  The tokens come in an easy-to-use tray! The cards can all be stored very easily in the box!   The box is easy to repack!   They really knocked it out of the park on the production of this game!

Gameplay

IMG_4673

Each player chooses one of 4 characters to play: see the characters above. I have been informed by players of the Slay The Spire Video Game that these are straight out of the Video Game!

IMG_4688

Each player also takes the corresponding figurine: these will be used to notate which “row” you will be fighting in; we’ll describe that more below.

IMG_4708

Each player has their own deck of cards to start with: each deck is a little different and really represents a different play style.  Simplifying a little too much: the blue deck is defensive, the red deck is offensive, and the green deck is all about poison.  

IMG_4774

Players together choose a “path” to take to get to the final Bad Guy (at the top of the board above). These decisions can have you fight a monster, summon the merchant, build a fire (“smith” or heal: I learned the word “smith” from one of the Slay The Spire Video Game friends), fight Epic monsters, or take events. I was informed these choices were very reminiscent of things that happen in the Video Game.

IMG_4814

When you fight a monster, each row next to a character gets some monster(s) from the Encounter Deck! See above as “the red guy” fights a Shelled Parasite. (I don’t know “the red guy’s” name because it is not notated on his board). Note that the monster has some hit points (left and right of card), and some icons: those icons tell you what the monster does when it attacks you.

IMG_4759

As a card game, you play cards to attack your monster and/or defend yourself!! Shields up your defense (blue icons above), and swords up your attack (red swords above). You only have a limited amount of energy per turn to spend to play a card (usually 3 energy worth), so that limits which cards you can play (the energy cost is in the upper left corner).

You draw up to 5 cards every turn, and discard all when you are done. That feels very much like a deck-builder.

IMG_4772

Typically after you win a battle with a monster, you can add an upgraded card to your deck: you deal 3 and choose 1 (apparently, just like the Video Game). See an example draw above.

IMG_4844

See above as some of my cards have a GREEN text for the title?  This means that I was able upgrade the card BY FLIPPING IT OVER!  Each card has two sides, a normal side and an upgraded side: you can “Smith” to turn the card over and therefore improve it!!  This is a really neat mechanic in a deck-building … and rare! I can’t think of another deck-builder that does this!

IMG_4795

You can also occasionally get new additions from a rare deck (see yellow outline): these are much better cards!

IMG_4752

To be clear, each character has their OWN upgrade deck to draw from and their OWN rares deck to draw from!  See above: the red guy has a starter cards (grey outline), upgrade deck (black outline), and rares deck (yellow outline).  This makes each character very distinct as they are built to upgrade a specific way.  Like we said earlier, the red guy’s decks concentrate on attacks, blue guy’s deck concentrate on defense, and green guy’s decks concentrate on poison.  

IMG_4776

You occasionally can buy stuff from the passing merchant, including potions or treasures and even random cards. This even includes a way to cull cards: we call this The Andrew rule: A deck-building game MUST have a fairly systematic way to cull cards. Luckily, Andrew would (and does) like this game because he can cull cards.

IMG_4807

Along the way, there are all sorts of other cards that come out: Events, Monsters, Potions, Treasures, Epic Treasures, and deck-cloggers (Daze and fire).  I have been told this is just like the video game!

IMG_4819

But of course, the purpose of all this is to take down the Big Bad Monster at the top!  See above as I fight the Big Bad Bronze Automaton and a Bronze Orb! 

Like many cooperative games, all players win together when they defeat the Big Bad, or they lose if any of them dies! So, it’s in everyone’s best interest to cooperate and keep each other alive!

The Rulebook

IMG_4661

 I need to talk about the rulebook.  It’s okay, but not great. It really should have been better given how great the production of the rest of this game.

IMG_4689 (1)

It does well on The Chair Test: it only droops over  the edges a little, the font is big and readable, and the book stays open on the chair next to me so I can see the rules without taking up precious table space.  This rulebook gets an A- on The Chair Test!!

IMG_4690

The game starts off great with a Table of Contents, a link for a Companion App, a link for a How to Play video, and a list of all components (most) with correlating pictures!!  Very very nice! I felt very happy to see this!  My only fix might be that I had wished they had labelled the tokens better … there are a lot of tokens and I didn’t know what any of them were!! 

IMG_4691

The set-up is pretty good, but this where the cracks start to develop.  This is my first example of this rulebook being too minimal: I accidentally shuffled the Summon deck, but it doesn’t say WHY you shouldn’t it!  I didn’t know how to recover?!?!??!  It turns out the Summon deck should “probably” just be alphabetically sorted so you can find cards easily … that’s the only reason to not shuffle it, you just make your life harder when you have to find a card.  Really, I could have used a sentence:

  “Don’t shuffle the Summon Deck because you will be searching for cards (alphabetically) in it later in the game.  Just sort the deck alphabetically if you accidentally shuffle it!

But other than that, the set-up went fairly well.  

IMG_4692

This rulebook is pretty well annotated with lots of pictures and examples.   See above.  In general, the rules are fairly clearly set out.  But the real problem with this rulebook is that it seems to assume that you have played the video game.  There are a lot of places where a rulebook for a normal game would be chastised.  I can’t tell you how many times I played with Jon and Keala (who have played the Video Game A LOT), and when I went to lookup a rule, they told me “it’s just like that in the video game!  So it probably means that!” So many times, they clarified a rule by saying “it’s like that in the video game!”  … which is not good for those of us who haven’t played the video game or other Rogue-Lites.

IMG_5328

My canonical example of this was the Regret curse.  I actually got two curses one one turn, Regret and Injury (see above)!  My reading of these was that Injury was a worse curse because it keeps clogging my deck as I draw it and shuffle it back in.  I though Regret was a better curse because you just got once and it was out of your deck.   Nope! It clogs your hand so you draw fewer cards!   You draw up to 5 cards, so if Regret is in your hand, you can only draw 4 cards.  I didn’t think the rule was well-specified in the rulebook, but when I asked Keala and Jon they said “Oh it’s just like the Video Game, you can only draw 4 cards!”.  I really wish the rules had made this clearer!  This is just one of SO MANY examples where Jon and Keala said “Oh it’s like that in the video game!”.  This rulebook should have been vetted by someone who has NOT played the video game so as to clarify a lot of finer points.

IMG_4701

Even though this game doesn’t have an Index (and it really should), the back of the rulebook had an invaluable list of Abilities and Keywords.

Don’t get me wrong, there’s a lot of good stuff in the rulebook, but it was too minimal in a few places (For example: a few more sentences about the Retain keyword or why Summon deck shouldn’t be shuffled).  I was able to learn the game and playthrough solo … and I had fun. I was able to play cooperatively with a bunch of friends (who hadn’t played the Video Game) … and we all had fun.  It wasn’t until I played with seasoned Video Gamers that knew the game that I realized this rulebook needed some more clarifications: it depended a little too much of knowledge of the video game.

Solo Game

IMG_4788

Like the Video Game, you can play this solo (thank you for following Saunders’ Law)! See above as I set-up the red guy for a solo game. There’s not really a lot of special rules or exceptions for the solo game, you just play! The main balancing mechanisms are really in combat:

  1. In plain combat, a monster comes out per row (i.e. per player). Thus, the solo player will be fighting just one row of monster(s).
  2. In Big Bad combat, the number of hit points is scaled to the number of players.

So, in general, you can just jump in and play the solo game without any real special rules! Thank you Slay The Spire! It was SO EASY to jump in solo!

IMG_4846

I had so much fun playing solo that I played through the first three Acts of the game! I had a blast!  There are so many places where you upgrade or get new cards, that you always feel like you are making progress!  You always feel like you are getting better!

Really, solo was fun.  I had a blast. I played wrong on a few points (one to discuss below), but even without knowing the Video Game, I had a good time.

Cooperative Play with Players Who DO NOT Know the Video Game

IMG_4895

I ended up playing a full 4-Player game of Slay The Spire with three of my friends who have never played the Video Game!  We ended up playing through Act I in one night in about 90 minutes (with a little extra time for set-up and tear-down).   So, I just had to teach the game as-is … no one (including myself) had ever played Slay The Spire the Video Game!

IMG_4896

The biggest conceptually difference, of course, is that this is a fully cooperative game! Slay The Spire is always thought of as a solo game! But the board game is fully cooperative!

IMG_4898

The biggest change is that every character gets his/her own row of monsters to fight!  See above!  While you nominally tend to fight the monster in your row (it sort of becomes “your responsibility” as it does damage to you only), you can target any monster in any row!  So, if a monster has a particularly bad effect for everyone (certain monsters can attack everyone), or if a comrade just needs a little help, players may choose to work together to take out particularly vexing monsters! 

IMG_4903 

My favorite rule in this game is that it allows fine-grained Player Selected Turn Order (see more discussion of PSTO here).  The rulebook calls this out on page 12:

“Players can play cards, use potions, and activate abilities in any order they choose.”

What this means, is that we (as players) can intersperse our actions to accomplish things! If we need Sara to play a Potion, then Andrew attacks to add a Vulnerable, to which then Sara can play another card and attack (for double damage), we can do that! Players can work together to find the best combination of their interspersed actions to take down the baddies!

IMG_4897

In fact, in some ways, Slay The Spire gets the best of both worlds! Since you “generally” need to fight the monster in your row, players can do Simultaneous Actions to fight their own monster, but defer to fine-grained Player Selected Turn Order if they really need to! The Simultaneous Actions helps keep everyone involved … rather than waiting for “your turn”, you can all fight the monsters at once … this means there is much less downtime.

I think this is where Slay The Spire shines the brightest as a cooperative game: the players can choose the best way to play to either help each other (with fine-grained Player Selected Turn Order) or move the game along quickly (with an easy way to Simultaneous Actions fighting your monsters!) It’s the player’s choice, and I noticed we shifted between these modes pretty seamlessly when we played! It was something I didn’t notice until I looked back on our plays.

IMG_4901

The cooperative game worked fantastically, probably better than the solo game because I got to talk and strategize and have fun with my friends!

Cooperative Play With People WHO HAVE PLAYED The Video Game

IMG_5308

So, I wanted to make sure I played this game cooperatively with some friends who have played the video game: I wanted to see what they thought.   Jon and Keala (above) are both fans and have played (and like) Slay The Spire the video game.

IMG_5312

What happened sort of surprised me: we fell into a rhythm fairly quickly.  Every time there was any rules question, Jon or Keala spoke up and said “Well, it’s like this in the video game”, so we didn’t spend very much time pouring over the rulebook.  The Video Game became the reference implementation of the game!  This was both cool and annoying.  It was cool that the game seemed to fall inline with the Video Game, but it was annoying that the rulebook didn’t do better at explaining a lot of things.

IMG_5310

We had so much fun playing, we ended up playing Act I and Act II in one night!   The game just seemed fun to everyone.

IMG_5304

Jon saved our bacon a number of times: he had the ability to shield other players (as the blue guy), which worked out very well!  I would be able to attack something (as the red guy) and Jon (as the blue guy) would shield me or Keala (the green guy) so that we wouldn’t die!   This cooperation seemed seamless!  It just happened that way!   

IMG_5311

The game really clicked for everyone that night: I feel like I know the game better (with all my friends’ comments on how the Video Game works), and I was able to bring my friends into the card game quickly from reading the rules.  We had a great time and plan to play again!

A While

IMG_5313

It’s taken a while for me to get to this point.  I initially had some misgivings about the game.

At first, I was grumpy at the rulebook for how minimal is was: it really needs a lot more elaborations on the rules.  There was one rule in particular I was enchanted with, until I realized I was playing wrong. The “Draw 5 Cards: there is no maximum hand size” (p. 12) lead me to believe that maybe I had more choice of which cards I could discard.  Maybe I could keep cards between hands?   Why else would you emphasize this rule of no maximum hand size?  Jon and Keala had to tell me this, but you always discard all your cards!! All of them! … just like in the video game.   (to be fair, it is in the rulebook but it is one sentence).  I think that rule is there to show that during your turn you can draw as many cards as you want.  

IMG_5074

Another thing that threw me off for a while was the art. I had just gotten a new deck-building expansion for Thunderstone Quest (see art above), and the art and graphic design for Thunderstone Quest (above) is significantly better than the art for Slay The Spire (below).

IMG_4805

Comparatively, the art for Slay The Spire is a little anemic after looking at Thunderstone Quest. But I seem to be the only one who doesn’t love the art.  I will admit, the art for Slay The Spire has grown on me a little: it’s very simple and not too busy.  It’s also very readable.  But since I have never played the original video game, I was not as “enchanted” with this art as others.

Flaws

IMG_5314

This is a funny flaw in the game: you can’t (easily) have multiple games going on!  You can save your game fairly easily (putting the appropriate cards in the appropriate slots), so you know you can come back and do another session.  The problem is, if you want to play another game, you can to reset ALL THE CARDS for each deck!!  We worked around it by taking pictures of our decks: if worse comes to worse, we can always use the picture of all our cards (see above) to recreate our save game.   I suspect many people will want to try this game, and we won’t be able to easily have many games going on.  In some ways, this is a product of its own success: it’s so much fun, people want to try it!  But, be aware that a single game is easy to save, multiple games will require taking pictures of all your cards. And also the Unlocks sheet (see below) .. which presents more issues.

IMG_4799

Another problem with this game is it’s really unclear how you move on once you play through Acts I, II, and III.  The Ascension decks (see above) add some variety and keep the game interesting, but it’s kind of unclear how this fits in.  Do you start a new game at Act I with the changes?  Do you start a new deck?  To play Act IV, you have to unlock it, but are you playing Act III again and again and again?  Like everything I have seen in this rulebook, I wanted more elaboration!  This rulebook frustrates me!  Give me an example, give me a few more sentences, give me a page!  I have played a solo game all the way through Act III.  What do I do now?  Add Ascension cards? Start over at Act I?  This is very unclear!!!   This is probably my biggest ding against the game: I don’t know exactly how to move forward.  Sure, I suspect I will post to BoardGameGeek and someone will respond, and I will be able to move forward.  But this rulebook does not make it clear how to move forward after Act III. UPDATE: I had lunch with my friend who has played the Video Game.  He told me that in the Video Game, you just reset everything (including you deck) back to ACT I, but make a few cards (like the uncoloreds) available.  I really DID NOT get that sense from the rulebook … another instant where knowledge of the Video Game helped and the rulebook didn’t. 

Conclusion

IMG_5300

Honestly, this Slay The Spire board and card game has really grown on me: I have played it solo numerous times, and I have shown it to many diverse game groups. The more I play it, the more I seem to like it!  The upgrade paths makes this game great: there are so many opportunities to augment and upgrade your deck as you are playing!  The fact that each players is so distinct in both powers and upgrades really contributes to how great this game is!

IMG_5302

The production is fantastic, and the art is … thematic to the game.  I have grown to appreciate the simple art and graphic design, but I still think the art and graphic design is a little anemic.  

IMG_4758

The solo game is great: it’s about an 8.5/10.  It’s easy to play, and there’s really no exceptional rule changes needed to get the solo game to the table.   

IMG_4902

The cooperative game is about a 9/10: the base game is all there, with all the upgrade and augment paths, but the cooperation really shines brightly! Players can choose so many ways to help each other with fine-grained Player Selected Turn Order, with Simultaneous Play keeping everyone engaged at all times! And even though these play modes seem mutually exclusive, players seem to weave in and out of Simultaneous Play and PSTO without even noticing! 

IMG_5301

Players who know Slay The Spire the video game might find this to be a 10/10 for them: the game is great and also evokes so much atmosphere from the Video Game!  

Over the course of many  play sessions (both solo and cooperative), I ended up liking the game more and more.  There are some issues with the rulebook, as it seems to assume players know Slay The Spire Video Game pretty well! Other than my issues with the rulebook, the game is great.  Putting everything together, this feels like a 9.5/10 as an overall production!  This game surprised me how much I liked, especially given my anti-Rogue-lite tendencies.