Star Trek: Star Realms + Borg Invasion = Great Solo and Cooperative Experience!

So, I downloaded Star Realms to my iPad years ago … and I play it all the time. Even after all these years! It’s so easy to play on the iPad! You can play it solo against the computer, and that’s the only way I play. So, Star Realms to me is a solo game.

I even have the original Star Realms little box game (see above).  I think I have played that physical copy … once?  

I was kind of interested in Star Trek: Star Realms because I love the Star Trek theme. The back of the box even claims there is a cooperative mode in here!

Let’s be 100% clear; what the box (see above) is referring to is a team-based mode, where teams of more than one person play against each other … the teams are cooperative within themselves, but this is NOT what we mean when we say a game is cooperative!! This base game is a team-based game; there is no cooperative mode.

And that’s why we are here! The expansion Borg: Invasion DOES indeed add solo and cooperative play to Star Trek: Star Realms!

Let’s take a look!!

Unboxing Star Trek: Star Realms

See game box above with Coke can for scale.

This is obviously a little nicer than my little Star Realms box! It has a full rulebooks! (The original Star Realms little box has a fold-out for a rulebook!! UGH!!!) It has a mat to keep things straight, and hit point tokens. Oh yes, and the cards.

This is a simple deck-building game: see decks above. The decks above are the four different factions in the game: Federation, Klingon, Romulon, and Dominion. Honestly, these are pretty much exactly the same four factions from the original Star Realms, but using Star Trek empires!

There’s also starting hands (Scouts and Raiders, see above). You use coin (gold coins on cards like Scouts generate coin) to buy new cards every turn, hoping to upgrade your deck. Each card does damage (see red 1 on Raider) to do damage to your opponent.

Each player starts with 50 authority. It’s weird! I would have called it Hit Points (because when you get to 0, you lose/die), but the game uses the more … thematic? less-damagey? more PC? term of authority. Weird. I will probably slip and call it Hit Points.

Me vs. Me

Everything I have seen leads me to believe that Star Trek: Star Realms is exactly like Star Realms (modulo the theme). After playing a Me vs Me game (a solo game where I play against myself by jumping from side to side), I can tell you with 100% certainty: this is Star Realms … with a different coat of paint, but the exact same game and cards underneath.

I didn’t do a card-by-card comparison, but everything I saw was an exact copy of a card from the original game. That’s a good thing in some ways, because it means the balance and original luster and gameplay of the original game has been preserved: it’s just now Star Trek.

Just so you know what you are getting.

Borg: Invasion Unboxing and Gameplay

Let’s be 100% clear!  A copy of Star Trek: Star Realms is required to play with Borg: Invasion

See box above with Coke can for scale.  Note that this is exactly the same size as the Star Trek: Star Realms game!

The Borg (which will be played by some AI rules) has its own mat: see above.  The Borg ship you start with depends on the number of players!  See above as the Borg Sphere (not as powerful as the Borg Cube) is the starting Borg ship for the solo or 2-player game; it has 25 Hit Points to start with.  There is a notion of starting hand, but that’s only is a player is playing the Borg! One player can play the Borg against the other players, but we are concentrating on the solo and cooperative rules where the Borg are played by an AI.

To the far-left of the Borg mat are the force-field cards!  When you hit the Borg with some damage, the Borg “modulates” their shields so that race can’t do damage next turn! Gulp!  This is super thematic as it reminds us of the Federation modulating the frequency of the their phasers to keep doing damage to the Borg!

The marauders are deemed “neutral” damage, and even they can be defended against! by the Borg!!  Luckily, if three force-fields come out, they will be dispersed at the end of a player’s turn.  So the force fields don’t stay out forever … but they are really annoying. 

The right side of the Borg mat has places for Hive Assimilation cards! Whenever the Borg assimilates a card, it activates a Hive Assimilation card of the appropriate color!  These are placed on the right side of the Borg mat and activated.

In the middle of the mat are all the cards the Borg have assimilated!  The number of cards is the value of the attack by the Borg that turn!  GULP! The more cards the Borg assimilate, the more damage it does every turn!

The Borg ship itself moves left-and-right on its mat; it’s trying to assimilate the “best” technology (where the card of the highest cost is considered the best).  Like many places in this game, if there are ties for a decision for the Borg (two ships cost the same) , the players get to choose. The Borg always assimilates the ship it’s over (it just tries to move one space towards the expensive), and that’s when the Hive Activation cards activate!  See above as the Borg assimilates the 7 cost card!

The card is then placed on the Borg ship!  It hasn’t FULLY assimilated yet!  If the players can do enough damage to the Ship being assimilated, they can detach it from the Borg ship and put it in their discard!  

The players have to be able to do enough damage (same as the cost of the card).  If the players can’t extricate the card from the Borg, it becomes fully assimilated!  From then on, it counts as another damage towards the players!

The Borg have another avenue to attack … they beam Drones (see above) to you!  About 30 of these cards are shuffled into the Market deck.  If you ever draw one, they immediately go the active players area!  As long as you keep drawing drones, they go to your area!  And they will immediately assimilate cards from your discard onto the Borg Ship!  If you have 5 drones land in your area, they will assimilate cards that cost 5 (starting with the biggest cost cards).   They steal from your discard!

You can fight the drones on your turn (one damage per drone) and they go to the scrap yard.

Now, it sounds like the Borg have WAAAAY too many advantages … and they do!  But, each player  also get two gambit cards. 

These gambit cards can come out at any time of the player choosing, so that they can use a special power.

Basically, the Borg attacks, then the players attack. The AI for the Borg is relatively straight-foward, if a little wordy (just to describe what’s pretty clear).

And yet, when the player takes a turn, it’s mostly like a normal turn of Star Realms! Attack the enemy (the Borg)! Buy ships! The difference is that they player can also attack the Drones (if any have beamed onto his space) OR try to de-assimilate a card that’s about to be assimilated!

Players go back and forth with the Borg until (a) either the Borg is defeated (and the player instantly win) or (b) all players are defeated (and the Borg win)! As long as one player survives to destroy the Borg, all players win!

Rulebook

The rulebook is decent to pretty good.

This gets an B on the Chair Test. It fits well on the chair next to me, the font is a decent size,  but it is a little too “thematic” a font; I think it detracts from the rules just a little. Also, the pages are black with white text, which I usually hate for rulebooks.  This probably should be an A on the Chair Test, but the color choice  (white on black) and font choice drop it to a B.

The components pages are nice, but they tends to drift over a few pages, explaining as they go.

It works.

The set-up also works.

 

The rulebook works decently.  I would have made a few changes (for example: you discard all the Hive Integration cards at the start of the Borg turn … I would put that as an explicit step for this instead of it being buried in the description of the Hive Integration cards).  I think all the rules were here, but sometimes you had a took a little to find them.

Does this rulebook need an Index? I don’t think so, and it doesn’t have one so that’s fine.

 

Solo Play

So, we finally have a true solo mode for Star Realms! (I could argue that my iPad had Star Realms solo for years, but that’s an iPad thing, not a board game thing). Thank you for following Saunders’ Law!

The solo mode is a true solo mode as you operate one position against the Borg! It’s you vs. the Borg!

Set-up is some work: you have to shuffle 30 drone cards into the market deck. I mean, the market card deck is pretty big (151 cards?) so shuffling in about 30 cards is kind of a lot of work! You need to make sure the drone cards get shuffled in well, and that requires some real good shuffling; I pile shuffle because I don’t know many people who can riffle shuffle 180 cards!

It takes a little bit of time to get into the groove of the game. The player turns are pretty quick (play some cards, buy some ships, do some damage), but the Borg turns are a little more work. Once you have played a number of Borg turns, it starts to go much quicker. At some point, both sides take their turns pretty quickly. The game gets into a good groove.

I have played a number of solo games, and it always feels like the Borg are just crushing you! See as the Borg assimilate a cost 6 card early in the game!  I can’t get that back early in the game!  “No!  The Borg is totally kicking my butt! I’m screwed!!!” 

After those initial few turns, you start to feel a little more power, but man, the Hive Integration cards really do a number on you in the first few turns.

After a few turns, you finally get your deck going and you feel like the tide is turning!  Well, usually.  Sometimes you just lose because the Borg does so much better … they got all the good cards!

To be fair, this arc really reminds me a lot of Star Realms solo mode on the iPad.  I have played SO MANY games of Star Realms that you think I’d always win, right?  Nope!  Sometimes you are just at the whim of luck and will get bad cards while the opponent gets good cards!  And it will be frustrating! But I keep playing because it’s fun.

After a few solo games, I can pronounce … I like this! I can see myself playing again!  The game feels very thematic as you watch the Borg assimilate cards, then try to wrest those cards from them before they get fully assimilated!  The drone cards in the market deck are an interesting twist, and feel thematic as Borg just “teleport” to your ship!  This game really embraced the Borg theme well.

One thing we like to talk about in a solo game is maintenance: how much maintenance does the solo player have to do in a game?  That usually divides into three sections:

  1. Set-up Maintenance
  2. Game Maintenance
  3. Tear-down Maintenance

The absolute WORST part of this solo game is tear-down!  Set-up is annoying, but not terrible.  The Borg turn maintenance, once the game gets going, is doable.  Once you get to tear-down, you may cry a little!  You have to separate all the drone cards from the market deck, separate the Borg Invasion cards from the Star Trek: Star Realms cards and generally sort a lot of cards.  

Sleeve Your Cards!

This is deck-building game; you should sleeve your cards,  I played my solo games without sleeving, but after touching the cards a lot, I realized I should probably sleeve them,  See above as Teresa sleeves them.

The Borg: Invasion cards fit in sleeved … barely. See above.

The Star Trek: Star Realms cards ONLY fit if you remove the insert.  If you sleeve, you will have to probably nuke the insert.

Cooperative Play: Pregame

Before we played a cooperative game, we did a quick head-to-head game (with two people per side managing one deck); this is the way the original Star Realms is meant to be played, and the easiest way to learn the flavor of the game.   None of the my friends had ever played ANY kind of Star Realms!  Granted, they are all experienced players, but they don’t know this variety of deck-building that Star Realms  offers.

It was a pretty quick game (as are most Star Realms games) and my friends got the feel of this deck-building game before jumping into the cooperative game.

I think I recommend playing a quick head-to-head game of Star Realms to learn the system before you jump into the solo or cooperative game.  It just makes it easy to absorb all the new rules that the Borg: Invasion introduces if you already know the flavor of gameplay.  And it’s quick enough, you don’t have an excuse not to!

Cooperative Play

We played a 4-Player cooperative game of Borg: Invasion.  The games scales simply: when the Borg does damage, it does the same amount of damage to everyone!  Thats’ really the only scaling the game has; no other mechanisms really need to change.

There were a bunch of things we noticed.  

  1.  4 players works, but we feel like it is not the best player count. The game stretches out a little longer and it does take a while to play.  We kind of think that 2 or 3 might be better.
  2. Having more players definitely helped with the load and keeping the game running!  Andrew managed the force fields, Sara managed the Hive Reactions, Teresa handled hit points and counters, and I ran the Borg.  This shared load made it a lot easier to keep the game running.  It also helped out a lot when we had to tear-down!  The worst part, the tear-down, was made a lot better by simply having everyone sort and shuffle together.  It may sounds silly to dwell on this, but as someone who tends to always set-up and tear-down games, it’s really nice when the players all help.
  3. There was frustration.  Sara in particular kind of got shut-out of her deck (the Drones kept stealing her tech) and didn’t have a great game.  The force-fields can be really frustrating in the beginning of the game!  You can’t do anything to stop the drones or assimilation or anything because you have such a weak deck!  Everyone was surprised by the game arc; The Borg tromps you, and if you can survive and build a deck … you have a chance!  This is a very different arc than many cooperative games!
  4. There aren’t a lot of cooperative mechanisms. .  There aren’t that many mechanisms in the game to help each other!  You can’t kill drones in someone else’s area, you can’t share cards during normal gameplay, you can’t share healing.  In fact, the only real mechanism in the game for helping others is when you die: You are allowed to throw one card at someone! This game is very multiplayer solitaire.
  5. There is some high-level strategy.   We did notice some high-level discussions emerge as we played. “Don’t do damage this turn!  I have to kill the drones!”  Honestly, almost all the discussion centered on the force-fields!  We would discuss when/why someone would do damage so that we wouldn’t get locked out on damaging things!  It was a little surprising that so much of our conversation was on those (very annoying) force-fields.

Although the game is pretty multi-player solitaire, there was lots of discussion (esp. on the force-fields) and the load was shared well among all the players.   The arc of the game was strange and different for a cooperative game, but it was interesting.

In general, I think the game was a hit, if a little long and a few moments of frustration.

House Rule

The Gambit cards are really cool, and generally have an effect on how you play the game, but you really don’t have any choice on what you get!  You just get 2 gambits and that’s it!  I think a much more fun house rule is that you get 4 Gambit cards (see above) and get to choose 2!   It just makes it feel like you have more choice, and maybe you can even get Gambit cards that suit your play style a little more.

Conclusion

Star Trek: Star Realms is a great game, as it’s just the great Star Realms with a Star Trek theme pasted on. Up until now, you have no way of playing solo unless you got the iPad! Now, with Borg: Invasion, you can fend off the Borg either solo or cooperatively! EDIT: I think there are some ways to play the original Star Realms is solo/cooperative, but this is the first solo/co-op for Star Trek: Star Realms.

I think the Borg: Invasion is a fantastic expansion! Sometimes I worry that “expansions that make a game solo/cooperative” either do too much (so there’s too many rules: Dice Throne Adventures, I am looking at you…) or do too little (so the game is just some shared victory points: Amber Mines, I am looking at you…). This expansion adds just enough rules to make the game thematic, challenging, and interesting but not so many rules that the game becomes unwieldy! There seem to be just enough new rules, and the game just seems soooo thematic!

The cooperative game is very much multiplayer solitaire, as there aren’t really any cooperative mechanisms for helping each other out (just one: when you die!). Having said that, the high-level discussions about the force-fields and the Market and the drones really do seem to keep everyone engaged and caring about other players turns, so there is some cooperation that definitely emerges.

Solo: I’d probably give this a 7.5 or 8/10. Cooperatively about 7.5 or 8/10. The only reason this isn’t a little higher is that there is a little frustration that emerges in the early game that can be debilitating; that game arc is weird, but still interesting! I suppose if embrace that early-game frustrating arc, this could be an 8.5 or even a 9. It’s so thematic! Just like an episode of Star Trek with the Borg!

Neat game. Fantastic Expansion.

Tales Of The Arabian Nights: 40th Anniversary Edition Review: There’s a Solo Mode??? And If You Squint … A Cooperative Mode???

Tales of the The Arabian Nights is a game I both hate and love. When it’s at its worst, it’s random with banal crap happening to you that you have almost no control over; it’s long and tedious. At its best, it creates some of the most memorable stories (with laughter and tears) on game nights that you’ll remember forever. It’s the best of times that I remember, and so that’s why I chose to back the 40th edition on Gamefound (see above) when it came out.

The original edition of Tales of the Arabian Nights (see above) got quite a bit of play back in my playgroups in Las Cruces. And at first, I hated it. It seemed so random; things would just happen to you!! If you were “lucky” (if you had the right skill at the right time), … things would just go your way. But, if you were unlucky, your entire story became a slog as you failed check after check. If, however, you just realize this is an adventure that “just happens to you”, and you just enjoy it for what it is, you can really have a good time. But ya, you could still have a very bad game. And it could still suck.

BUT in order for this to be a good experience, everyone has to know what they are getting into, and how random this, and how you just “gotta grin and bear it” sometimes. If you play with someone who is too serious, or who get aggravated by random stuff, or who just think “this is unfair” … you will not have a good time. Everyone has to be in on the joke. And you kinda have to be in the mood for it. That one person who doesn’t enjoy this will bring this game down very quickly. So, in some ways, this is a very brittle game because one player can easily ruin it. But if you get the right group, with the right frame of mind, with the right mood, with the right sense of humor, this can be a magical Arabian Night!

Does It Need An App?

So, this is a storybook game with a great physical storybook (see above and below). You read lots and lots of flowery text to each other.

I remember when we used to play the original version of Tales of Arabian Nights, and we’d all say “Ah, I think this game would so much better if it had an App. These books are huge! It’s so hard to remember how to look stuff up! And there’s some fiddliness! It would be better as an App!” Sure, an App could make looking up the text simpler. Sure, an App could handle the fiddliness. Sure, an App might make this easier to haul around if there were no books. But now, after reflecting back to the original version and the new version: it’s better with the books.

The books invest people into the game; people have to dig into the book and get involved! It’s a commitment to consult the grid and find the right entry! The person on your left and the person on your right are helping you look-up things in physical books! You make the choices, but everyone is staying involved! There’s a certain sweat equity in looking up and reading passages from a book;“This had better be good, darn it, because I am doing some work to make sure it moves forward!” You are invested because you are making the choices, and your neighbors are invested because they are consulting grids and charts! Everyone is invested in your ridiculous story!

It’s the physical investment in books and charts that makes this game magic. That’s the magic word; invested. You are physically and mentally and emotionally invested.

Don’t get me wrong; some of my favorite storybook games have Apps: Forgotten Waters, Freelancers, Wandering Galaxy are all excellent storybook games that take great advantage of the electronic genre with voice acting, dynamically generated content, and constantly improving stories!

Yet, Plaid Hat games did go out of their way to make physical copies of their storybooks (see above). Why? Because there is a certain magic to the physical books.

Solo Mode

Crazily enough, they made a solo mode for this game. Whaaaaat? Let’s be 100% clear here: the original Tales of the Arabian Nights did not have a solo mode! And it seems weird to have a solo mode because the fun of the multi-player game is the shared reading and shared experiences in this world. But, I think the randomness of the base game is just too much for a solo player. In the multi-player game, we can laugh at the stupid and random things that happen to each other (“Remember the time that Efreet enslaved you? That was hilarious!” “Yes It was!” ), but somehow that seems less fun in a solo mode.

So, PlayToZ wrote some solo adventures and added it to the box! The solo adventures come in their own booklet (see above) with about 15+ directed adventures. Note my use of the word directed—you still explore this world, but there’s a real underlying and scripted story that unfolds for each adventure in the game. To be clear, there are still plenty of random moments (as you still take some turns like the original game), but about half of the game is a story that’s really unfolding (from the Solo Tales book) and the other half of the game are the silly and random stuff from the base game (from the main Storybook).

My first adventure felt like I was playing a novel! The writing seemed quite good and the story was engaging! This was more like a Choose Your Own Adventures tale with real story and real writing!

The only problem with the solo mode is that the stories are limited: there are only 15+ adventures in the Solo Storybook (see above). Sure, that’s probably enough for most people, but it can limit replayability. The good news is that the story path you take does change if you make different choices, so you can play an episode again and get a different story line, a different timeline. Anyways, after 15+ stories, I will probably forget them and so I could start over. If you have an eidetic memory, you won’t be able to play the stories over without some repeats.

I am shocked this has a solo mode. But it really works well.

Base Game

So, this is a cooperative games blog, but the base game, the game everyone knows and loves, is not cooperative; it’s competitive! Tales of the Arabian Nights is a competitive game about who can get the right glory and destiny (two kinds of victory points) and make it back to Baghdad! “But Rich, you can’t talk about games that aren’t cooperative! That’s off brand for you!! You only talk about cooperative games! And sometime solo games!”

Ah, but there’s two issues here I want to address;

  1. The game is cooperative in the sense in that you are having a shared experience and working together to read the adventures out of the book.
  2. With the advent of the solo adventures, you can make this game truly cooperative by playing team solo: play the solo mode as a group pretending to be the solo player!

Granted, the base game actually has a lot of take-that mechanisms (“Choose a reaction for your opponent! “If you have a disease, you can give it to others!”), so I have to admit it’s not really cooperative. Okay, you got me there. But the reading of the storybook gives you that shared experience which feels like a cooperative game.

But the team solo is truly cooperative! You can play through the solo adventures as a team! The solo mode is a little clunky, as the solo player has to choose reactions, look-up in the grid, find the storybook entry, read it to himself, then “pretend” not to see too much on the page (so he doesn’t cheat). With a group of friends playing team solo, all this maintenance (like the base game) can be shared.

So, ya. The team solo is totally a fake thing that’s not in the game; it’s a house rule we made up. But it really works as a cooperative game.

The Base Competitive Game

Like I said, I love and hate the base game. And me and my friends played a competitive game of Tales of Arabian Nights the way it should be played … and I loved it and hated it.

I love it because I loved all the shared mechanisms, the cooperation, the interaction as everyone stays involved. See a 3-Player game above: everyone is involved in reading , listening, and consulting.

And yet, I still kinda hated it. The randomness from the original game is still there if you play the competitive game. It’s still goofy, it’s still fun, you still have to be in the right state of mind, and I still loved it, but I still kinda hated the randomness of the base game. I would maybe give the base competitive game a 6 or 7/10 … it’s very random. But still fun.

Team Solo!

We played as Team Solo one night! All 4 of us playing the solo mode as a group! What happened was that we simply played the game like the solo game, but the books and active player would rotate through everybody. I thought the game would be more cooperative, but what ended up happening was more that the active player tended to make “the choice” and we’d just say “I don’t know if that’s a good idea …” or “That sounds great!”

But, like I’ve said so many times in this review, just the act of consulting charts and reading books is very cooperative! So, instead of inflecting disease upon our fellows, we participate in the shared story … with one person being in the hot seat every turn “making decisions”.

I personally prefer Team Solo mode much more than the base competitive game, but some of my friends actually prefer the base competitive game (“because there are more choices”). So, I had more fun this week (Team Solo!) and Andrew and Teresa had more fun last week (competitive mode). In fact, Teresa likes Tales of Arthurian Knights better in the cooperative mode!

I think the team solo works for a cooperative mode (I liked it), but Tales of Arthurian Knights (see review here) is a stronger cooperative game.

Conclusion

So, this 40th edition of the game is really nice. The base game essentially feels the same as the original Tales of the Arabian Nights! If you play in the original mode, this still feels like the original game. Like I said, it’s a game I both love and hate. If you have a group in the right mood with the right sense of humor, the crazy and random things that happen to you can be hilarious! It can also be very brittle: a single player who isn’t getting it can bring down an entire game, or too many random events can just make the game feel unfun.

The solo mode is probably the most surprising addition to the game, partly because it works so well! It takes the base gameplay and adds direction and true story to the game, giving the solo player a very satisfying experience! I was also very impressed by the writing in the solo mode stories!

But, if you squint, you can also make this a cooperative game! The team solo idea works reasonably well; we tried it out one game and were happy with the gameplay. If you want Tales of Arabian Nights to be a truly cooperative game, you can do it!! Just play the solo mode as team solo … but it wasn’t everyone’s favorite way to play.

If you think you will hate the basic ideas (reading from storybooks to each other, suffering random effects as you play, even in the solo and cooperative mode), you will hate this; you know you. But if this idea of a storybook game with crazy things and lots of reading appeals to you, I think you can have some amazing experiences! And if your group is looking for a little more story, a little more cohesion, a little more cooperation, the solo mode can bring it … for both the solo player or team solo.

9 out of 10 for me for everything this does for solo! This is a fantastic production! I love it! Just be aware of what this is; you may hate it. I honestly would give this a 7/10 if it were only the original base game, but the new solo mode really expands the ways you can play the game! Solo! Cooperative! Competitive! And I liked the cooperative mode of team solo, but my friends still like the original competitive mode better.. as broken and random as that can be.

If you just want a good cooperative storybook game, Tales of Arthurian Knights is better. For a more directed solo game, Tales of Arabian Nights is better. For the competitive game, I think whichever theme appeals to you is probably better.

Burgle Brothers 3: Future Flip. A Solo and Cooperative Review

This is my official first true game of 2026! It came in mid January 2026!

Burgle Bros. 3: Future Flip is a cooperative exploration/grid movement game for 1-4 players. You and your fellows are doing a heist, but it’s in the future! You have to hack the main mainframe and get out to win! This was on Kickstarter in July 2024 and promised delivery April 2025; it arrived mid January 2026, so it’s more than a few months late.

This is definitely a little outside the theme of the previous Burgle Bros games!  Burgle Bros (the original) is a small game about doing a heist! The second one, Burgle Bros 2, was a bigger game, but still a casino heist!  See our review here of that.  Although this game, Burgle Bros 3: Future Flip has the same DNA, with floors to explore and tiles to flips and enemies to evade, it does feel a little different.

Let’s take a look!

Unboxing and Gameplay

This is an interestingly shaped box: see above for the curved corner!  The corner doesn’t seem to get in the way (I have opened and closed it multiple times and it hasn’t been a problem), so it does look cool but it doesn’t cause issues.  Also, see can of Coke for persepective.

Each player chooses one of the 10? 14? (if you got the Kickstarter, you got a few more characters) characters that comes with the game.  You’ll note that each character has a special ability, as well as number of actions (clock) and hand limit (hand).  This is a cooperative action point game; each player will get so many actions on their turn.

The wooden meeples correspond to the players.  Weirdly, they chose NOT to have the character cards be the same color as the wooden meeples?

In fact, if you aren’t careful, you may get flummoxed when you can’t find your character!  Where’s the character meeples for the two characters above???

It turns out each character has TWO sides: geared and disguised, and the meeples  ONLY correspond to the disguised side.  See above.  I am pointing this out because it might trip you up a little in your first play.   

Each character also has their own personal gear: note the little character symbol in the upper left of the gear cards.  These are special cards that are one-use abilities during the game.

There are also plenty of generic gear you can pick up after you hack a SysOp; it’s your reward for a successful hack!

The SysOps are various flavors (green, red, and OMEGA PROTOCOL): these are the baddies roaming the floors of the building trying to keep it under control.

The floors of the building are represented by neoprene mats; one for each floor!  And yes, I believe these come standard with all versions of the game!

The Patrol cards (above) control the movement of the SysOps: see above as they set the destination of the SysOp (D3 or D4).   Note that there is a different pile for each floor.

As the characters explore the floors, various tiles come out; see them above!

These are all kept in a nice bag (really, it’s nice and it fits all the tiles well).   The reason for the bag is that the tile you choose depends on either the floor you are on, whether your geared or disguised, or various other things!  This is different from other Burgle Bros games where you just put the tiles out and flip ’em when you PEEK or MOVE.  Here, in Burgle Bros 3, you have to draw a tile and flip it to the appropriate side!  And yes, that’s why it’s called Burgle Bros 3: Future Flip!

As the game unfolds, the floor unfurls and you can see where alarms, walkways, coridors, etc are.   

One of the most important things in the game is to stay out of the SysOps ways as they roam the floors!  Each player has some “cool” and some “stealth”. (eee above: the blue cube are “cool” cubes, and the masks are “stealth” tokens).  While you are cool, you are in your disguised mode but if the SysOps moves to you, you lose 1 or 2 cool cubes!  Once you “lose all your cool”, you flip to the geared side!  And now, when they move to you, you lose stealth! If you are ever reduced to zero stealth, ALL PLAYERS LOSE THE GAME!

The nice little summary cards list all the things the players can do: PEEK at a tile next to you (to avoid setting off an alarm maybe), MOVE to a tile and activate it (because you need to reveal stuff quickly), CHARM (to get some hack cards), LINK and SWAP (to share gear or hacks) or use your Tool.

What’s this CHARM thing??? That seems new???  You can CHARM the co-workers of the building (hey, most people don’t like working for evil corporations and will help you with a little coercion) to give you HACK cards.  Well, they are called PROGRAM cards, but these are the cards you use to HACK the SysOps!

To win the game, you have to HACK the final SysOp on the Mainframe space!  See two such evil baddies above!  Note how many Program cards you will need to hack the final SysOp!  (There are some other preconditions: both floors have to be in OMEGA PROTOCOL and you have to be on the Mainframe space and you have to have all the Program cards!)

Once the main SysOp has been hacked, if all players make it back to the Air Ducts (see above), we all win!  Shared victory!! If anyone loses all their stealth, we all lose!!

Really, this production is fantastic.  I feel like they fixed a few problem we had in Burgle Bros 2!  We’ll discuss that more in the What We Liked Section below.

Overall, great production.

Rulebook

This was a very good rulebook.

It gets an A on The Chair Test: the rulebook fits perfectly on the chair next to me, it stays open, and it has a big, easy-to-read font.   There are also plenty of examples and well-notated parenthetical boxes.  See above.

The Components list is what you want: pictures of all components with an annotation underneath,

The set-up is perfect; it spans two adjacent pages, so you can set-up without having to spill over into other pages!  It’s got a picture for set-up, and it’s well marked.

In general, this was a very good rulebook.

I am on the fence on wether this should have had an Index; this is a pretty straight-forward game, so I am not sure it needed one.  But it would have nice to have an Index to differentiate things like MOVE vs ENTER and a few other concepts.  The rules are all there, not always quite where I expected them, but they didn’t take too much time to find.

This was a good rulebook.

 

Solo Play

Interestingly, Burgle Bros 3 lists solo play as a Variant (see above)  But I loved this!  They specified the  solo mode perfectly.  This is how I want to play solo modes!  Two-handed solo!  Thank you !

See above as I am set-up for a solo (two-handed, playing two characters)!

Your characters start on the Air Duct space, getting ready to explore!

I have to admit, I didn’t enjoy my solo game.  Many, many times, I got stuck.  It’s clear you don’t want to go near the SysOps, because you lose cool/stealth.  Sometimes, you just get stuck in a corner; you could move over the SysOps, but then you lose your precious cool.   The overall theme for this game is patience.  Sometimes, your turn is almost nothing.  It’s unfortunate, if you don’t move on your turn, there’s usually very little you can do.   Sometimes you can CHARM, sometimes you can LINK/SWAP.  But many times your turn is “well, I’d better stay here or the SysOp will move over me”.

I lost my first solo game pretty badly.  I got stick in corners too frequently, and the luck of the dice and Patrol cards just went sour.

I was very frustrated.

 

Cooperative Game

The cooperative game went a little better, but not much.

The same problems that plagued the solo game plagued the cooperative game.  Sometimes, a character would just get stuck in a corner and couldn’t do anything.  They’d have maybe one viable action, but have to basically just waste their turn.  They’d get stuck because a KEYCARD space came out, or the pattern on the floor cornered a character, or the SysOps simply always was coming towards you!  It’s even harder to predict what the SysOp will do when 3 people play after you!  Will you lose your cool???

The best part of the game was the endgame.  Once all the tiles had been revealed, then we could be smart and try to figure how to get out of the building!  In the endgame, we had fun as we tried to puzzle out the best way to use the spaces on the board!!

Unfortunately, I didn’t like the process of GETTING to the endgame.   It just felt so  … reactive.  All we could do was “react” to the state of the board on our turn.  There was a little bit of strategy about where people might go, but sometimes the board layout or the SysOps pattern just stopped you from doing anything.  The game felt like … stuff was just happening to me and I could do very little about it.

I hate to say it, but the game just felt too random.

What I Liked

Rulebook: this is an amazing rulebook; it’s so well done.  The parenthetical notes were just icing on the cake!

Meeples: In Burgle Bros 2, we joked that puting the stickers on the meeples was a legacy game!  Don’t mess up the stickers!  Here, in Burgle Bros 3, they got it right: have the meeples come pre-noted.  See above.

Bag:  The bag is well-done.  It would be easy to screw up how this bag worked, but they didn’t.  it’s easy to pull tiles from it and “shuffle tiles” inside.

Neoprene Mats:   The neoprene mats work well, and they fit back in the box.  (This was another potential issue from Burgle Bros 2: the mats fit weirdly).

Two Share Actions!  I adore that there are TWO kinds of sharing actions!  If you are on the same space, you can SWAP!  If you are both far away, but on a LINK space, you can still share stuff!  Most cooperative games only have one notion of sharing, and I really really liked this!  In fact, it made the endgame so much more fun because we had multiple ways to get Program cards to people to do the final hack!  

Production: In general, the production is fantastic modulo one or two issues.

Endgame: Once all the tiles were out, you could be smart. I loved how the endgame played out.

What I Didn’t Like

Frustration.  Many times, you feel like you can’t do something on your turn.  Sure, you have to be patient, but it just felt there were too many turns where “the smart thing” to do … was to do nothing.  In fact, the frustration was so palpable in the cooperative game and I noticed us getting testy with each other.  I think this is a function of the frustration level!

Colors?  Why aren’t the character cards color-coded to match the meeples?   This seems a strange decision especially because the meeples are kind of small!  The color is the main feature you can see! Making the character cards all the same color makes it harder to distinguish who is who.

Reactions

Andrew liked this the best; he was always thinking of ways to get around stuff.  He gave this a 6 or 6.5, which is actually quite high for him.

Sara liked it okay, but she got frustrated a lot.  She gave the same rating: 6 or 6.5, maybe leaning towards a 6.

Teresa generally liked it.

Rich had to most trouble with it.  He found it too frustrating and too random.  The solo game he’d give a 5, and maybe maybe a 6 to the cooperative game.

 

Conclusion

Burgle Bros 3: Future Flip is an amazing production; the rulebook, the cards, the meeples, are all great.  In order to enjoy this game, you have to be patient.  You have to be able to suffer turns where you do nothing.  If that doesn’t sound like fun, you won’t enjoy this game.   In fact, the game can be down right frustrating when you get stuck.

The best part of the game is the endgame; if you can make it to the point where the board is unfurled, then you can be clever and win the game and get out!  Unfortunately, in order to get to that point, you have to suffer through the random flips and turns which may lead to frustration when you feel only reactive.

This game was a little divisive in my group; some people liked it, some people didn’t.  Hopefully this review will help you decide if this is for you.

The Case For Adding Player Selected Turn Order as a Mechanism to BoardGameGeek

For turn order in many traditional board games, many games use the simple tried-and-true model that “play proceeds clockwise around the table”. The turn order is dictated by where you sit. It turns out, in many modern cooperative games, we have seen a rise in a new mechanism called Player Selected Turn Order which changes this up!

What Is It?

Player Selected Turn Order is a mechanism by which players in a (almost always cooperative) game select as a group the order in which they take their turns. Players together choose the order of play within a turn! This cooperative mechanism gives the players more agency as they can choose the order in which they takes their turns, so as to reinforce another character, set-up another character for a combo, or just get out of another player’s way. Surprisingly, there is no official name for this mechanism!

We have written a few articles about the mechanism over the years:

  1. Player Selected Turn Order In Cooperative Games: This is a high-level article from many years ago surveying the landscape. See https://coopgestalt.com/2018/02/06/player-selected-turn-order-in-cooperative-games/. The same article was put on bgg, and there were some interesting follow-ups. https://boardgamegeek.com/thread/1934592/player-selected-turn-order-in-cooperative-games
  2. Fastball Special: This is an article discussing why something like Player Selected Turn Order is necessary in cooperative games so you can set-up combos like Wolverine and Colossus’ Fastball Special: see https://coopgestalt.com/2016/07/15/fastball-special/
  3. Seven House Rules For Cooperative Games: This is article talking about some House Rules which make some games more fun; #7 is Adding Player Selected Turn Order to a Cooperative Game. See https://coopgestalt.com/2020/09/20/seven-house-rules-for-cooperative-board-and-card-games/

A game that most people know with Player Selected Turn Order (even if that’s not what they call it) is Marvel Zombicide: Heroes’ Resistance. In this game, the players control 4 Marvel heroes (always 4 heroes), and the heroes are allowed to go in any order they want.

“Spider-man gets out of the way so Hulk can smash! If Hulk smashes enough, Wasp can move and attack other zombies, otherwise, she can finish off the the zombies that will eat J. Jonah Jameson!”

By allowing the players to choose the order they activate their heroes, they can strategize together and also react to the results of the previous heroes’ turn! They can plan strategies and back-up strategies by choosing the order the Heroes play.

  • Player Selected Turn Order makes sense in solo games as well as cooperative games; for example in Heroes’ Resistance, the game requires that there always be 4 heroes in play, so the solo player gets to make activation order choices just like the cooperative game.

Coarse-Grained vs Fine-Grained

There are two flavors of Player Selected Turn Order: coarse-grained and fine-grained. The difference only shows up when a player can do multiple actions on their turn.

Consider Heroes’ Resistance: each hero gets 4 actions to perform on their turn, but they must complete all 4 actions before the next player can go!! This is coarse-grained Player Selected Turn Order: each players must take take their entire turn before the next player can do anything. It is called coarse-grained because the turns are “coarse” and large; all actions must be taken before proceeding.

In games with fine-grained Player Selected Turn Order, each hero gets some number of actions, but these actions can be interspersed among the players!

An example of a game with fine-grained Player Selected Turn Order is Set A Watch: Forsaken Isles (or any of the Set A Watch games). In these games, each player rolls some dice, and each die can be “activated” to do something (used for damage or activating a special power). When it is the players’ turns, they can choose to activate a die in whatever order they want! The Golem can take out the front heavy hitter with his 12, and he can keep going, or let someone else go. Maybe after everyone else has gone, the Golem can use his last two dice to play clean-up! It’s up to the players to decide the order they will activate their dice (or powers)! No one has to “complete a turn”, players just activate their dice in any order they want!

Basically, with fine-grained Player Selected Turn Order, the actions of the players can be interspersed however they want; there’s no notion of a player completing their turn before another. See above as each character has 3 dice to activate, and they can be activated in whatever order the players’ choose!

It’s called fine-grained Player Selected Turn Order because the player’s full turns are broken up into a finer sub-actions, and these sub-actions can be activated in any order the player’s choose.

No Official Mechanism?

Given how prevalent cooperative games are now, and given how many modern cooperative games have Player Selected Turn Order, it’s surprising that BoardGameGeek (the world’s authority and go-to place for board games) has no notion of this mechanism when it describes game!

When you go the mechanisms of a game, say Heroes’ Resistance (see link here or picture above), you’ll see no notion of Player Selected Turn Order for this game! It’s Cooperative, has Variable Player Powers, but … does it have Player Selected Turn Order? We happen to know it does, but it’s not clear from the mechanisms page!

Proposal

We’d like to propose that BoardGameGeek add the Player Selected Turn Order to their list of mechanisms so that cooperative and solo games can list it! It probably makes sense to add both Player Selected Turn Order (fine-grained) and Player Selected Turn Order (coarse-grained) since they are technically important sub-genres of Player Selected Turn Order!

In the next section, we document about 30+ modern cooperative and solo games that have Player Selected Turn Order (with notes of fine-grained vs. coarse-grained, if known). This is definitely an incomplete list that we will keep adding to! We also include links back to some of our original reviews so that we “document” that the game has Player Selected Turn Order.

Some Games With Player Selected Turn Order

Arkham Horror: The Card Game. See bgg link here.
Battle For Greyport: coarse-grained PSTO. See link here.
Chronicles of Light: coarse-grained PSTO. See link here.
CO-OP: The co-op game: coarse-grained PSTO. See link here.
Daedaelus Sentence: fine-grained PSTO. See link here.
Darkest Night (1st Edition): coarse-grained PSTO. Currently the earliest example of PSTO? See bgg link here.
Descent: Journeys Into the Dark: coarse-grained PSTO. See bgg link here.
Etherfields: fine-grained PSTO. Thanks to Hans
Fateforge: fine-grained PSTO. Thank to Hans
Hacktivity: fine-grained PSTO. See link here.
Invincible: The Hero-Building Game: fine-grained PSTO. See link here.
Mansions of Madness: coarse-grained PSTO. See bgg link here.
Marvel Zombies: Heroes’ Resistance: coarse-grained PSTO. See link here.
Marvel Zombies: X-Men Resistance: coarse-grained PSTO. See link here.
… and so many Zombicide games
OathSworn: fine-grained PSTO. Thanks to Hans
Paleo: coarse-grained PSTO. See link here.
Reckoners: fine-grained PSTO. See link here.
Sammu-Ramat: fully coarse-grained PSTO in solo mode, stilted in cooperative mode. See link here.
Secrets of Zorro: fine-grained PSTO. See link here.
Sentinels of the Multiverse RPG: coarse-grained PSTO.
Set A Watch: fine-grained PSTO. See link here.
Set A Watch: Doomed Run: fine-grained PSTO. See link here.
Set A Watch: Forsaken Isles. fine-grained PSTO. See link here.
Set A Watch: Swords of the Coin: fine-grained PSTO. See link here.
Sharknado: I don’t think this ever came out? See link here.
Space Cadets: Away Missions: coarse-grained PSTO. Thanks to Scott R.
Slay The Spire: fine-grained PSTO. See link here.
Spark Riders 3000: fine-grained PSTO. See link here.
Spirit Island. fine-grained, as players play. See bgg link here.
Texas Chainsaw Massacre Slaughterhouse: coarse-grained PSTO. Thanks to Edgar
Viticulture World: coarse-grained PSTO (a little stilted like Sammu-ramat). Thanks to Lon.

Are there any we are missing?

Crime Unfolds: How Do You Express That?

Welcome back to Detective Month!  Last week, we looked at the storybook cyber-noir detective game of LA-1!  This week, we take a look at the Escape Room game of Crime Unfolds!  A Pop-Up Escape Game 3D: Immersive Crime Game!

Every few months, my friends Charlie and Allison and I get together to play games … usually Escape Room games! They are my Escape Room buddies! This month, we are trying out the Crime Unfolds cooperative Escape Room game! Nominally, we are detectives solving a crime!

We’ll discuss our first impressions and thoughts on the Crime Unfolds system. It also brings up a few questions to ask yourself about Escape Room games. Why do you like them? Or maybe … Why do you dislike them?

Requires an App

Crime Unfolds requires an app!   That is maybe the first thing you should know.  Some people love Apps with their Escape Room games, and some people don’t.  It’s really not clear by looking at the book that this requires an App.  It’s not a big deal, as Charlie went and got one real quick.

There are 6 cases interspersed in this game.  We started with case 1.  We also, like many escape room games, started with lots of “random stuff we know will be useful later”.

 

Solve The Puzzle vs. Express the Answer

Over the course of one night. Charlie and Allison and Richie embarked on the first case!  It’s supposed to take an hour … it took us more than two hours.  And we are experienced Escape Roomers?? What Gives?

The problem we had over and over was not “how we do we solve the puzzle” but “how do you express the solution”?  We easily solved a bunch of the puzzles, but inputting into the app was the main hurtle!

For example: At one point, we had “shifted” away from a screen that had the arrows for directionality, so we thought we had to express NSEW via UP/DOWN or North/South/East/West using letters on the command line?  We lost at least 15 minutes … when we realized the App had those arrows in another screen.  It was very frustrating!  We had solved the puzzle, but the app had made is less than intuitive to enter.

We were pretty frustrated after this game, but after thinking about it overnight, I have come to realize that most puzzle games are like this!  You have to do two things:

  1. Solve the puzzle
  2. Express The Solution

Solving the puzzle is usually the funner part, and some games make it very easy to express the solution.  We loved Doomensions (see our review here), as expressing the solution was easy; it always took the same form as a 3 or 4 digit code.    Here in Crime Unfolds, the solution expressed itself in so many different ways! Sometimes it was interacting with some widgets on the app!  Sometimes it was saying the right thing at the command line interface!  Sometimes it pressing the right buttons!  

Our frustration with Crime Unfolds was how to express the solution!  Many times during the game, we felt like we solved the puzzle, but couldn’t move forward because the solution wasn’t expressed in the way we expected it!

After cogitating on this some more, I realized this expressing the solution can be just as interesting as solving the puzzle!  To express your solution, you have to change your perspective!! What’s the best way to express this solution?  What’s the most thematic way to express this solution?  What’s the perspective of the player in the game?  All of these contribute to different ways to express the solution.   To be fair, sometimes the expression of the solution is poorly done, and that’s just a frustration of this genre.  I think if you reset your thinking that expressing the solution is part of the puzzle, then it can less frustrating. I realize how hard it can be to do in the heat of the moment, so it’s easy to say this. 

To enjoy Crime Unfolds, you will absolutely have to enjoy thinking about new ways to express a solution to a puzzle.

 

Pop-Up Cool!  But You Need A Magnifying Glass!

One of things that was very cool about Crime Unfolds was the pop-up scenes that came out of the book!  It turns out 6 rooms in the book, and you take a turns visiting some of these rooms in each case.  They look really cool!  See above!

Unfortunately, some of the text/symbols on the board are hard to read!  At one point, Charlie went and got his “fine work” magnifying glasses/helmet!  We also used our phones to zoom in so we could see things!  

The pop-up stuff works well, but be aware that you may have to really zoom on the board.  There is just a little bit of “Where’s Waldo” and “I can barely see that” in this game.

 

Conclusion

Did we like Crime Unfolds?  Yes and no.  We only played one case, but we think it is fairly representative of what this game is.  The pop-up system works and has a very “toy” and “fun” factor to it; that was something we definitely liked.   We liked solving the puzzles but found expressing the solutions frustrating.  I think, upon further reflection, that if you go into the game knowing expression the solutions is PART of the puzzle, that might help make that more enjoyable.   

I hope I can talk Charlie and Allison into playing more cases from this book; I think there’s some fun puzzles here, but I hope we can just get over the frustrations when expressing the puzzle solutions.

 

The Peak Team: Solo and (kinda) Cooperative Review

The Peak Team is a cooperative game for 1-5 players.  This feels like a pick-up and deliver game, as you traverse a map trying to reach flags; strictly speaking,  BGG doesn’t classify this as a pick-up and deliver (see here) but more hand management and pattern movement.

It’s also odd that the BGG entry lists the name of the game as The Peak Team, but the cover clearly seems to show The Peak Team Rangers?  Shrug?

This is a game about players working together to traverse a map and find animals!  The first few games, we joked, were like Pokemon!  Find them all!  You are traveling around a map to complete missions and, along the way, record seeing some animals!  A very fun theme!

Let’s take a look!

Unboxing

The box is a little smaller than normal; see above (with Coke Can for scale)

There are two rulebooks; basic rules and then advanced manual: see above.

There’s a little bit cardboard to punch out.  The carabiner hooks are pretty thematic for a game about traversing the wilderness.

There’s a really neat map: it has two sides!  One side for 1-3 players, one side for 4-5 players.  The map is easy to read and well-notated.

The most important piece in the game are the Supply Cards!  See above. These are nice linen-finished cards that are the heart of the game; they are multi-use cards that players discard for actions.

There’s simple Missions cards which note Missions a ranger might be undertaking.

There’s also some nice player aids.  Note that this game has 5 levels (!) of play.  We’ll discuss that later.

There’s some player mats (above) with unpunched tokens.

There’s some neat little wooden flags, wooden player tokens, and wooden marker.  These really look nice on the board. See above.

Overall, the components are pretty great; they are easy to-read, well-notated, and have a fun zingy quality to them.

Rulebook

We need to get this out of the way; this is one of the worst set of rulebooks I have read in a while.  They have three major failings.

First of all, these rulebooks completely fail the Chair Test!  Each rulebook is some sort of weird multi-fold rulebook that is impossible pull apart.  It’s not a rulebook with staples; it’s 4 pages in a weird quad-fold.  This is SO HARD to access!  I can’t really set it on the chair next to me, it totally droops!  The font is pretty small, so that doesn’t help.  It does have a lot of pictures, but that doesn’t save it.  This rulebook is almost unusable.    I can’t emphasize enough how horrible this form factor is.

Secondly, splitting this up into two rulebooks seems a weird choice.  The solo rules are in the second rulebook, but the solo mode requires you knowing all about how base game plays.  Each of these rulebook is clunky enough with it’s weird quad-fold, but now, when I go looking for rules, I have to scan two horrible quad-fold rulebooks?

I think abstractly, I like the idea of slowly building game that gets harder and harder, but breaking all those rules into two rulebooks (with rule text scattered everywhere) just makes it that much harder to learn.

Finally, the rules just seem poorly organized and missing some edge cases.  I feel like they did everything they could to make the rules on as few as pages as possible, with a tiny font, and tiny examples you can barely read.  And the solo mode is the worst; the way they solo rules are set out, you can’t “really” play the solo mode until you absorbed ALL the rules of the 5 base games.   The solo mode was just so poorly specified, I had to just make a few judgement calls to move forward.

Let’s be clear: most of the rules are in the rulebook (modulo a few edge cases), so you can pick-up these rules and get through a game.   The set-ups and components lists are fine.

This was a horrible set of rules: the form-factor was terrible, the decision for multiple rulebooks seemed a mistake, and the poor organization was frustrating (especially the solo mode).  BUT you can learn the game.

Once you know this game, you can look back on learning the game as a distant nightmare.  I got through it.  Done.

The real question is; once you know the game, is it a good game?  That’s an interesting question!

Gameplay

The crux of the game is going around the board trying to get your missions (notated by a flag on the board) done.  You get your mission done by moving to your flag.

You discard supply cards to move along paths (each card tells you which path you can take and how far: see above).  These are multi-use cards; you can also discard the card to “record” an animal!  Find them all!!!

You can see a game in mid play (above) as the flags notate where each ranger needs to go!  And you can also see the paths: each one different.  The colors of the Locations indicate which animals are in the area; if you have an animal card of the right color for your spot, you can discard it and see it!

To win, you need to get all your missions done AND see all the animals!

The game graduates from level 1 to level 2 to level 3 to level 4 to level 5!  Each new level adds new mechanism(s) which make the game more challenging: more bad stuff, more good stuff, more mechanisms, more choices!  By the time you get to level 5, you are playing the full game with Special Missions, Weather Events, special Powers, Wildlife with special powers, and road blockers!

Solo

So, The Peak Team does have a solo mode; thank you for following Saunders’ Law!  See above as the Advanced Manual has an entire section on it.

Unfortunately, this solo mode is a “variant” of the base game: you have to read the full rules for the base game (for ALL FIVE LEVELS) to play the solo game.   See above! This was very frustrating.   I muddled through the base game rules for level 1 and had to figure out which rules did/didn’t apply for the solo game.

The solo rules are there (see above) and I did get through them, but the experience with this rulebook was (again) sub-optimal.

The solo game has the solo player take control of 3 rangers on the board.  See above.

The solo player then puts out a grid of 12 cards (3×4 for row-major).  See above.  This is a shared hand (among all three rangers) for the rangers to do stuff.  Note how you can see some of the cards, but not all of them!  The hidden cards will be revealed as you take other cards below, but you still have enough information to make some plans (as you can see the cards at the top).  Cards MUST be taken from the bottom of some column to play it.

The game starts with each ranger having a starting mission; they need to go to that Location to complete their Mission!

To get more missions, some ranger has to end his turn on Ranger station, and then Missions can be doled out. Note that each ranger can “only” have two missions at a time!

Once the solo player decides he’s done, he can stop and go to the next round, exposing new missions.   Remember, however, that all missions must be completed to win, so the missions simply move up to the next day!  And if too many missions are unsolved between rounds, you also lose.

The solo player soon learns to do the bare minimum to not take any penalties, because he can keep cards from previous round!  See above: We have an extra card leftover from the previous round, so the next round will have 13 cards (instead of 12) to be able to do more!

You start the game of Level 1, the simplest mode.  Once you feel comfortable with that game, the next level adds a few rules and makes the game more challenging.   I generally played about two per games per level; the first game was a learning game where I wold lose horribly, but then the second game typically felt like a comfortable win.  I think I played 12 games overall in the solo mode!

I want to make sure this is clear; I wanted to play all those 12 games in the solo mode!  This was a real fun solo mode!  I felt like I had lots of choices (but see House Rules below for more discussion), and I really enjoyed traversing the board to get all my missions done!  There’s a lot of fun decisions; When do I travel?  Who travels?  Do I discard 4 symbols to get a wild so I can force a travel?  Do I pick up an animal because I am here, or do I wait?  Should I force a completed mission so I can have space for a future mission?  Because I am making decisions for 3 different rangers on the board, it always felt like some of the cards I had were useful to at least one of them!! But, it goes without saying that the game is definitely subject to the whim of the cards you get.

It turns out, because this rulebook is such a stinker, that I played a lot of rules wrong.  As I played my 12 games, I’d realize “Oh, I got that wrong” and “Oh, that seems dumb”.  By the time I played my 12th game, I think I had the rules correct.  But I also realized places I cheated, and frankly, some of my cheats made the game more fun.  I’ll note those in House Rules below.

I liked this solo mode a lot.  I was excited to show my friends the cooperative mode!

Cooperative Mode

So, in many ways, the cooperative mode is a very different game than the solo game.

Each player takes the role of ONE ranger and will only have 4 cards to “do something” (keeping leftovers from previous rounds)   The cooperative game uses a form of cooperative drafting; each player gets 4 cards to distribute, passing 2 cards to their left and 2 cards to their right.   During this drafting phase, there is NO TALKING.  So, each player has to just look at the 4 cards they get, then try to decide what your neighbors need.  See above as Teresa passes 2 cards to me (her left neighbor) and 2 cards to Sara (her right neighbor).

Note: This is the same number of cards (4 x the number of rangers) as the solo game, but now the cards are evenly distributed among the players for their turns.

Abstractly, I thought this cooperative drafting would be a really neat idea!  But what happened was that me and my friends got very frustrated quickly.  First of all, there was no communication, so each player had to make choices for their friends.  What if it was the wrong choice?  I am now choosing what cards my compatriots play!  Let’s be clear; this means I AM BEING TOLD WHAT TO PLAY.  Because I have no choice in what cards I get, I have to play what I get.  Sure, this is a cooperative game.  Sure, my friends want to help me. But when I am playing, I feel like I lost some agency along the way; I can only play what I was given!  Even worse, what if my friends had terrible cards?

In the solo game (see above), I could usually apply my cards to at least one of 3 rangers on the board.  But now, in the cooperative game, each player is stuck with ONLY 4 cards, and may have a turn where they can do absolutely nothing.  With one ranger and four cards,  each player is much more at at the whim of the deck.

And what if my friends, when drafting, chose different paths for me?  My friends can’t talk, so they might choose different directions for me to go!  This feels like a dysfunctional family!  We can’t talk about what we can do, so we just do something.  That’s really not fun.

Another interesting part of the cooperative game; each player has a wild action, but you can’t use it directly; only your compatriots can use it (by asking).  You can always refresh your token by discarding 4 symbols.  It was kind of neat that you had this option asking someone else, but it was just so expensive to refresh.

So, my friends and played two Level 1 games one night.  We lost horribly the first game.  And frankly, we only did a little better the second game.  Nobody really wanted to play any more.

Besides the dysfunctional nature of the limited communication, we often found ourselves either overly constrained or simply at the whim of the cards and couldn’t do anything.

Overly And Arbitrarily Constrained

What do I mean by overly and arbitrarily constrained?  It often feels like you only have one choice or no choices many times during the game.

For example, when playing the Missions from a Ranger Station, you choose a person to take the mission and THEN choose the next mission!    You simply are stuck with the missions in the order given!  First of all, this severely limits your choices.  Second of all, it doesn’t seem thematic … I am at the ranger station giving out missions: I can’t see them all?  This just feels like an arbitrary constraint that does nothing but increase the randomness and make the game harder.

Another place: I can only have one animal token (with possibly special powers) at a time.  Why?  This seems like an arbitrary constraint just to force you to use the other animal powers before getting more, even if they aren’t useful.  It just seems like you have to “throw away” some animal tokens sometimes just to get the power of the next one.  What a waste!  I can’t even have two of these tokens at a time?  Dumb!

Another place:  For quite some time, I was under the impression that you could discard an animal to get it because the rules said “if you are on a location in the same region”.  My original reading of this was regions like in Pandemic Iberia, so that at (for example, see above) Location 6 I could get EITHER the deer or the lynx!  Nope!  It’s the color that makes that determination (and it is in the rulebook) … even though 6 is in BOTH the regions.  I think this an artificial constraint; couldn’t it have been BOTH?  Give me more choice, don’t take choice away!!!!

Another place: The ranger station can only pass out missions at the end of the turn if you end there.  ONLY AT THE END.  If someone is on a ranger station, can’t you just distribute missions?  If someone is on a Ranger station at the start of their turn, what if that were their turn?  So, now to get missions distributed, you have to waste turns making sure someone ENDS their turn on a Ranger Stations when thematically, it seems like it should be an entire turn, or also be the start of the turn.   This one really made me mad; it seems very arbitrary.

House Rules

For the solo game, because the rules were so bad, I ended making a lot of calls to just move forward.  As I played more and more and understood the rulebook better, I got to know what the rules really were.   The more I learned the rules, the more annoyed I became with the game because of the arbitrary and overly restrictive constraints.  Here’s some House Rules that made the game more fun.

  1. If any Ranger is at a station, they can distribute missions.  It does not have to be the end their turn there.
  2. If you plan to distribute 3 missions, you may look at 3 missions and then decide how to distribute them.
  3. (optional) you can have at least 2 animal tokens with abilities

These are really House Rules more for the solo game.  This is (mostly) how I played the solo game, although I did play by the rules at the end … and I enjoyed the game a lot less when I played the rules they way they were meant to be played.

I have to admit, I think the cooperative mode just didn’t work for my group at all, so I don’t know if house rules would fix this game for me and my friends.

Conclusion

I am surprised how poorly the cooperative game of The Peak Team went for my group; so much so, that I can’t really recommend the cooperative game.  The dysfunctional communication rules and artificial and restrictive constraints just frustrated my group.  I can’t really call this a full review, because we never even got past level 1.  But it’s hard to move on to later levels when none of my friends thought the cooperative game was fun; they didn’t want to play again! My group was pretty unanimous with 5/10 for the cooperative game.

The solo game, on the other hand, was quite fun!  I found myself playing over and over and over and having fun playing 12 games to get to Level 5 of the game!  I “accidentally” had some House Rules (because the rulebook is so bad) that made the game more fun; with my House Rules, I’d probably give this an 8/10.  As-is, the solo game is still fun, but it’s too artificially and overly constrained, so it would be 7/10 as written; still enjoyable, but could be better.

I wanted to like this more.  I can’t recommend the cooperative game, but maybe that’s just my group.  Maybe you and your group will like it better.

Does Adding Zombies Make Everything Better? A Review of Good Dog, Bad Zombie (Solo and Cooperative)

Welcome back to 2026! This is the last of the games on the cusp of 2025/2026! We received Good Dog, Bad Zombie in late December 2025, but we couldn’t get it to the table until January 2026! So, we are considering this a 2026 release for our internal lists!

I have a friend CC who once conjectured that “Adding Zombies to anything makes it better!” He has since recanted this absolute, but it does bring up the question: does adding zombies to a game with cute dogs work?

Good Dog, Bad Zombie (Second Edition) is a cooperative pick-up and deliver game that was on Kickstarter back in May 2024. It  promised delivery in March 2025; it was about 9 months late.    I had backed this because it looked fun, but I didn’t know anything about the first edition of the game.

My copy (with some expansions) arrived in late December, but I couldn’t get it to the table until January 2026.

Let’s take a look!  We’ll only look at the base game.

Components and Gameplay

Good Dog, Bad Zombie comes in a smallish box: see Coke can above for scale.

Each player takes the role of one dog saving the humans!    

Each dog has its own personality and special powers which make it unique.  Interestingly, this special power can only be activated by a certain instant card in the game.

Note that there are a lot of dogs to choose from!  Each player gets a dog standee and a sheet.

This is a pick-up-and-deliver game where dogs have to find the humans and guide them back to Central Bark (yes, you heard me, Central Bark).  See the board above.

The bones on the map indicate clues about where the humans are!  The dogs have to traverse this post-apocalyptic city full of zombies and SNIFF at the locations with bones to find a human!

Once a dog SNIFFS at a Location, “something happens!”   The player reads the card apropos to the location and either makes a choice or has to roll a 20-sided die!

Most of the time, the human appears right where the dog was SNIFFING and then the dogs can guide that human back to Central Bark!! See above as the dog and human (yellow) are just one space away!  Just make sure to keep Humans away from Zombies!

There’s a couple of ways to get the stupid humans to safety at Central Bark!  The dog can BARK at them to move (see the BARK card middle above) or HERD them and move with them (see the HERD cards left and right).  The iconography is very clear … and kinda funny.  The HERD action has a sheep icon and the BARK action has a dog barking; they are very clearly notated.

To get stuff done, each dog has two action per turn.  They can RUN (to move one space), LICK (to get two more cards), SNIFF (to look for a human at a bone) or play a card (which allows them HERD, CHEW, BARK, RUN far, and a few other things).

This is a pick-and-deliver game as dogs have to “pick-up” humans and deliver them to Central Bark!  It’s kinda funny that you can either HERD humans or BARK at humans to move them … which is a little different than most pick-up-and-deliver games!

If a dog DOES deliver a human to Central Bark, the dog gets a thank-you bonus from the humans: see some above.

Of course, there are zombies to slow you down.  The dogs can, thematically CHEW on the zombies to get rid of them, BARK at the zombies to move them away, or HERD them off the cliffs or rivers to get rid of them!   

Unfortunately, every turn brings a new Zombie into town … the players roll the 20-sided die and that’s where a a new Zombie appears!  See the numbered locations above!

The zombies really start piling up later in the game (see above).  Whenever a new zombie appears on a Location with a zombie, that line of zombies all move over one space  towards Central Bark … which may cause a Zombie to move into Central Bark!  Now, of course the dogs can deal with the Zombie on their home turf, but every time that happens … the  dogs to become more feral!

To win Good Dog, Bad Zombie, the doggies need to save 6 humans before the dog pack turns feral!  (See Human track above).   The Feral Track (also above) increases every time a zombie invades Central Bark or startles a dog (appears on a dog)!   Basically, the dogs stop caring about humans if they become feral! 

The components are cute and everything is well-notated.  Some people may not like the art, but I think the dogs in particular are pretty cute and thematic.    The art fits the vibe of the game, which is kinda cute and not-too-horrific zombies.

Rulebook

The rulebook is good.

The rulebook gets an A on The Chair Test: It opens up and stays open on the chair next to me, the fonts are big and readable, and the pages don’t droop over.  It’s very easy to consult this rulebook on the chair next to me.

The Introduction and Components are well-labelled; there are pictures with annotating text for all the components.

The set-up is well-done: it’s across two adjacent pages, so it’s easy to leave the rulebook open while you set this up.  

Everything is well-labelled in the book (even using alternating colors in a table when describing the actions: see above).

And the rulebook ends with a nice Reference page.

I had no problems with this rulebook. There’s no Index, but this game is simple enough to not need one.

Solo Play

So Good Dog, Bad Zombie does have a solo mode: see above!  Congratulations for following Saunders’ Law!  See above for a list of exceptional rules for the solo mode.

Unfortunately, it’s not the way I choose to play this solo.  First of all, it’s not a true solo mode: you would have to have two dogs in play but then they share a hand.   There are a few more exceptions; it’s not a big deal, but I would rather just play this two-handed solo, like a 2-Player game.

One of the purposes of solo play for me is to learn the game game so I can teach the game to my friends. The more exceptions and changing rules there are for the solo game, the less useful the solo mode is for me.  In this case, it’s probably easy enough to use their solo mode, but as it is, it’s just easier for me to play solo as two-handed solo: play two 2 dogs, and alternate between them as if I were playing a 2-Player game.   

I had a fine time playing this solo.  The dogs are cute, the dog cards are cute, and the actions seem very thematic (LICK, SNIFF, RUN, BARK, HERD, CHEW).  I learned the game quickly.  I didn’t need need more than one game to learn this solo … it’s pretty easy to learn.

I don’t know how often I’ll come back to the solo game; it’s pretty random.  That 20-sided that gets rolled at the end of every turn can be brutal and harsh, or just lucky.  A few bad rolls and the game can be over very quickly.    It might be too light for me for a solo game that I revisit.

I could see maybe, maybe, while I am waiting for some friends, playing a quick game of this solo. It is quick: The box says 45-60 minutes; it seems more like 30 minutes in a solo game.

Cooperative Play

My friends jumped right into this game: they loved the cute dogs.  We played a 3-Player and 4-Player game.

The luck turned on us quickly; we started with a simple game, but still just barely won!  That 20-sided die just turned against us!  If we started even a little harder, we probably would have lost.  Again, this is just because we rolled badly when we spawned zombies.

The thing is; we had fun.  It’s such a light and simple game and it’s very cute: it’s easy to pull out and teach.

Each player’s turn is fairly quick and there’s not a lot of Alpha Playering.  The cooperation comes mostly from talking about what the dogs should do (high-level cooperation), as this is mostly a multi-player solitaire game: each player does their own thing.  But there is a HOWL mechanism that allows you to generate cards for other players!  This can be critical for saving those dumb humans!  “I don’t have a HERD or BARK to save my human! Can someone please HOWL so I can maybe get one???”  It’s not a major mechanism, but it does help encourage a little more cooperation.

We all had fun saving the humans.   

Things You May Like

Ease of everything!: The game is quick, it’s easy to set-up, it’s easy to teach, it’s easy to play.  It’s simple enough to get into quickly, but there is some cooperation in either high-level discussions or HOWLs. 

Cute. The dogs components are super cute, especially if you like dogs.

Adding/Subtracting Players: At one point, we just “added” Andrew into our game halfway into it because we just can!  The game is self-balancing (as each player always does some good stuff, then always adds a zombie), so you just add a new player and start playing!  This is a phenomenal attribute for a game!  This means you can play this at a convention, and not worry about adding/subtracting players!

Things That You May Dislike

Some art: Some people may not like the art of the board and think it looks like a 10-year old made it.  I liked it and thought it was thematic and fun, but it may really turn some people off.

Randomness: The game has a high-degree of randomness depending on what that 20-sided rolls every turn.  You may get unlucky and have zombies marching into Central Bark every turn, or you may get lucky and have the zombies always appear pretty far away.  It really depends on how you roll? 

Conclusion

I liked Good Dog, Bad Zombie and so did my friends.  It’s easy to set-up, teach, play, and tear-down.  Even though the game can be a little random, it’s a quick game … so even if you get screwed, it won’t take up your entire night.  And it’s still fun.

The two best scenarios for playing this game are probably:
1) An end-of-the-night or “I-am-brain-fried” game.  You just want a simple game to play with your friends, and even if you are a little tired, this is a great simple game to get out.  It’s cute and fun.

2) Convention Game.  You are playing in a situation where people may come and go quickly.  It’s very easy to add/subtract people from the game.

Overall, we had fun and would play this again.  We’d probably give it a 6.5/10 for solo play, (it’s not as much fun solo) but maybe 7.5/10 for cooperative play.  

If you love love love dogs, this probably drifts to an 8 or 8.5/10; the dogs are pretty darn cute. 

In this case, adding Zombies to the game with cute dogs DID work.

Top 10 Cooperative Board and Card Game Expansions of 2025!

Welcome to the end of 2025!  There were some great games that came out, but also some great expansions that really contributed to the world of cooperative games!  As usual, we qualify our expansions are one of three types:

  1. Stand-Alone Expansion: Some games you thought might be on the Top 10 Cooperative Board and Card Games of 2025 might have just ended up on this list because they are stand-alone games that can be played without a base game, but at the end of the day they also expand a base game!
  2. Makes The Game Cooperative: Some expansions take a competitive base game and make the game fully cooperative with the expansion! We saw a number of these type of expansions on the Top 10 Games That Can Be Played Fully Cooperatively!
  3. More Content: Some expansions just add more content (more cards, etc.) to the base cooperative game!

We also continue with the newer characterization: Does It Require Another Expansion

Honorable Mention: Origin Story

Expansion TypeMakes The Game Cooperative
Solo Mode: Well, you could play the 3-character co-op mode as a solo player, but there’s already a 3-character solo mode in there.
Requires Another Expansion?  No

This is an odd duck … because it’s not a real “official” expansion.  This is a homebrew set of rules to make the really wonderful game Origin Story into a cooperative game!  See link here for rules.

We played Origin Story, admired how well it works, especially with the powers, strategizing a limit of 5 rounds … and the artwork is amazing. While playing, we couldn’t help to think “Being a Super Hero game, is there a way to play cooperatively?” We fervently decided a new mode of gameplay should be added: a cooperative mode! Over a month or so, we developed some simple rules to make an optional cooperative mode for Origin Story. These rules probably need a little more play-testing, but frankly, we all enjoyed the game in a whole new way with this cooperative mode. Now, as well as playing the current mode to be the best Super Hero and win, all the Super Heroes can now work together to save the planet in a cooperative mode!

A Super Hero game should be cooperative: see this free set of rules here.

10. Marvel Champions: Agents of SHIELD

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

More than any other game on this list, I play this with my buddy Junkerman (see above).   He loves Marvel Champions, even more than me!  (So much so, that he has his own blog about it: see Aspect Expressions Blog here!)   Marvel Champions is a game where you get the expansions because they offer you characters or some kind of adventure!

In this case, we get Maria Hill and Nick Fury as characters, running them through an adventure of 5 Scenarios as Agents of SHIELD!

I think what sold me more than anything else was the fact that Nick Fury gets a Flying Car!  Once I saw Nick Fury had that, you couldn’t stop me from playing him!  A Flying Car!! Agents of SHIELD is just more content in the Marvel Champions universe; good stuff.

9. Thunderstone Quest: Twilight Souls/The All-Consuming Horde

Expansion TypeMore Content
Solo Mode: Needs The Barricades Mode Expansion for solo
Requires Another Expansion?  Yes: To play solo or cooperatively, you need The Barricades Mode Expansion 

If Junkerman is my Marvel Champions buddy, then Nathan and Caroline are my Thunderstone Quest buddies!   I have played most of the recent Thunderstone Quest expansions with them!  See above as we finish The All-Consuming Hive, having rescued peoples from a living dungeon!

It’s kind of gotten ridiculous how many Quests there are (see above).  But, these expansions still offered something new and expanded the game and made it more fun!

It’s gotten a little ridiculous (I know I have already said that), but I still like to play Thunderstone Quest solo or cooperatively (see above as a I play Twilight Souls solo).  You can still use these two new expansions in the base competitive game, but if you want to play solo or cooperatively, don’t forget that you need the Barricades Mode expansion!

8. Flock Together: Birds of a Feather Eggspansion

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

This is the easiest type of expansion to recommend; it just adds more of everything you already like to the game!  This eggspansion (be prepared for lots of Chicken puns) adds some new cards, some new players boards (so you can play up to 6) … but, most importantly, it adds 6 new predators with 6 new chicken puns (see above) … Chew Bawka?  Oi!

… and 6 new player chickens (with even more chicken puns)!  If you liked the base cooperative game Flock Together (see our original review here), this is just more stuff of the stuff you already like!  You like Chicken Puns, right?  See our review of the expansion here!

7. Skytear Horde: Campaigns

Expansion TypeMore Content, Standalone Expansion
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

I never know whether this series should go on my Top 10 Solo Games of 2025 or my Top 10 Cooperative Expansions of 2025!  This year, because I was able to get it played cooperatively in a some good sessions, I am counting is a cooperative (standalone) expansion!

This expansion is mostly just new cards!  If you like Skytear Horde (see our original review here), this just gives you more cards … more content … for this cooperative tower defense game.  

There is a campaign book in here that is both good and bad.  It’s not particularly well-written, but once you get how the campaign modes work, I think they add a lot to the base Skytear Horde game!   See our review here where we discuss the good and bad of Skytear Horde: Campaigns!

In fact, I conjecture that this campaign mode could be a phenomenal way to teach the game!  I taught my friends the game using the campaign mode, and they really responded well to this!  Basically, the game comes out piecemeal in campaign mode, making it easier to digest.  For this to work, however, you really need someone who knows the game  to teach this mode.  Check out or review of Skytear Horde: Campaigns if you want more information!

6. Leviathan Wilds: Deepvale Expansion

Expansion TypeMore Content
Solo Mode: No new solo mode, just the original
Requires Another Expansion?  No

This really is just a more stuff you already like expansion!  If you liked the original game of Leviathan Wilds (see out review here of a game that made our #3 on Top 10 Cooperarive Games of 2024), this just gives you more of the stuff you like!

There’s 7 new Leviathans, and oof, they seem creepier than the original Leviathans! And of course, rage decks for each Leviathan.

We also get a new climber!  The Edge!  

This is really just more stuff for Leviathan Wilds! Nothing groundbreaking!  (Ha, pun intended).  See our review of Leviathan Wilds: Deepvale Expansion to see if you might want to pick up this expansion!

5. Santorini: Riddle of the Sphinx

Expansion TypeMakes The Game Cooperative
Solo Mode: Yes
Requires Another Expansion?  No 

More than any expansion that came out this year, this expansion is a puzzle.  It doesn’t even require THAT much from the base game Santorini; mostly just the building pieces and some minis!  It’s also a very different kind of game than the original Santorini!

I played it both solo and cooperatively.  It’s much easier to play this solo; each scenario is just a puzzle you are trying to solve!  The puzzles are about placing city pieces out, using god powers, and trying to get more city pieces (as city pieces are scarce)!

I was able to get some cooperative games played, and as long as everyone promises to NOT be an Alpha Player, they can work well!   This expansion isn’t for everyone, as not everyone is going to like the very puzzly scenarios The Riddle of the Sphinx presents!  But if a puzzle building game using the pieces of Santorini sounds fun to you, check out our review of Santorini: Riddle of the Sphinx to see if this might be an expansion you enjoy!

4. Unmatched Adventures: Teenage Mutant Ninja Turtles

Expansion Type: Stand-Alone Expansion, Makes The Game Cooperative
Solo Mode: Yes
Requires Another Expansion?  No, but you can play with any Unmatched set.

Of course, we had to eat pizza before we played Teenage Mutant Ninja Turtles: Unmatched Adventures.

Our favorite part of this expansion is that it adds two more scenarios to the Unmatched Adventures system!  Recall that we loved Unmatched Adventures (see review here), but our main complaint was that the box only came with two scenarios … now we have two more! 

I am not personally a TMNT fan, but I really enjoyed the new heroes and villains.  My friend Jon (above), who is a huge TMNT fan, really liked the game.  I think knowing the IP might move this game to a 10/10 for some people: it really does capture a lot of TMNT feel (with the sewers being a fun way to travel around the city)!  See our review here to see if this is something you might like!

3. Dice Throne Adventures: Unchained

Expansion TypeMakes The Game Cooperative, More Content
Solo Mode: Yes (true solo)
Requires Another Expansion?  Yes: this is an expansion for Dice Throne Adventures (and I am also assuming  you have one of the base Dice Throne character boxes)

Firstly, this is an expansion that just adds more stuff: more Minions, more Loot, and another boss to fight in Dice Throne Adventures!  And yes, this is an expansion to an expansion!  The original Dice Throne Adventures (which Unchained expands) took the base Dice Throne game and made it solo and cooperative!

But this expansion fixes three major problems!  Firstly, there we no solo one-shots in the original Dice Throne AdventuresUnchained allows the solo player to play a one-off little solo Adventure!  Unchained adds the Minion Rush solo mode (see above), which allows the solo player to take a new character and try it out in a limited little adventure!

Secondly, Dice Throne Adventures had the problem that the adventure is way too long and too involved.  Unchained fixes Dice Throne Adventures by adding a one-shot cooperative adventure, which is a condensed little Minion dash/Boss battle!  There’s 6 new maps (see one above) that allow the cooperative players to go through a little adventure in one game session!

Finally, Unchained fixes the “slow upgrade” problem of Dice Throne Adventures! It seems to take forever to upgrade your cards in Dice Throne Adventures, but in the new Minion Rush and One-Shot Adventures, you get a new One-Shot Loot chart!  See above! And this time, Loot goes directly into your hand, so you feel the effects of upgrading quickly!

Overall, I think Unchained is an essential upgrade for Dice Throne AdventuresSee our review here to see if you agree!

2. Marvel Dice Throne Missions

Expansion TypeMakes The Game Cooperative
Solo Mode: Yes (true solo)
Requires Another Expansion?  No (but I am assuming  you have one of the base Dice Throne character boxes)

This expansion takes the base Dice Throne and adds two-sided Missions to the game.   These missions are usually more exploration on first side (with mini fights against minions) and then fight the big bad boss on the other side (see Doctor Octopus).   You can also choose to do longer campaigns with a notion of experience points to help you upgrade.

This game supports true solo so you can take your favorite Dice Throne character through as many missions as you want!  You might have noticed that the Missions are VERY Marvel character specific (it is called Marvel Missions), but there’s no reason you couldn’t take any Dice Throne characters on these missions!

I enjoyed the heck out of this as a solo game (especially with Wolverine), but my friends bounced off the cooperative game! I think the mistake there was in NOT letting them  try out their hero in a quick head-to-head mode; I think that would have made all the difference!  See our review of Marvel Dice Throne Missions here! In the end, I personally loved it, so it had to made near the top of the list!!

1. Kinfire Council: Winds of Change

Expansion TypeMakes The Game Cooperative, More Content
Solo Mode: Yes (two-handed, with special rules*)
Requires Another Expansion?  No (but you might want the Kinfire Council upgrade kit with wooden bits, see far right)

Kinfire Council is a pretty cool worker placement game … that I would never want to play in its original form.  Wait, Why? It’s rife with back-stabbing, traitoring, and some indirect take-that!  The Councilors may side with the city or may side with the Cult trying to take over the city! The base game is all about intrigue within the city!   But, as part of the original Kickstarter, Kinfire Council also had the Winds of Change expansion which took out the base back-stabby/traitory traits, replacing them with both a solo and a cooperative mode!

With the Winds of Change expansion, players are city Councillors trying to stop the Cult from ruining their city!  Along the way, they vote, upgrade spaces, upgrade workers, arrest cultists, stop threats, build a tower for inspiration, and so many other things!  To be fair, the expansion doesn’t change the gameplay THAT much (there is a really neat base worker placement scheme here), but the cooperative mode made me and my friends feel that much more engaged!  “This is our city, darn it!  We’re not going to let the Cultists take over!! “

I was very surprised just how much I liked this game with the expansion!  Me and all my friends all liked it too!   We played over multiple game sessions over multiple game nights with multiple groups; it was so fun! We even added a little House Rule to make the game more fun, more cooperative, and more interactive!  See our review of Kinfire Council + Winds of Change to see what our House Rule is, and if this is something you might like!

I am kind of surprised this made my #1 expansion! It’s gone up in my estimation every time I have played it! It’s just that … I want to play it more! I am so excited by this, I am going to go out of my way to teach it at Dice Tower West this March! We’ll be playing the cooperative version with my House Rules if you want to play! I just loved how interactive the cooperative version was!!

Top 10 Solo Board and Card Games of 2025!

What makes a good solo game? I find them many times when I start playing solo games to learn games cooperatively for my friends. If a game starts to enchant me and I can’t stop playing it solo … there’s something to it! Most of the games on this list were games I played solo to teach my friends … but then I kept playing! Some of these games will end up on either my Top 10 Cooperative Games of 2025, but some of them may end up on my Top Cooperative Expansions of 2025, but one things for sure … they are all great solo!

My tastes are a little funny; see if you agree or disagree.

For more great solo games, see last year’s list: Top 10 Solo Games of 2024!

Honorable Mention. Broken Sword: Shadows of the Templar (Reforged)

This is a solo game I played quit a bit in 2025, but it can’t “officially” make this list for a number of reasons.  For one, it’s a video game!  Broken Sword: Shadows of the Templar is a point-and-click solo adventure video game … (See our discussion of point-and-click adventure games here in Top 10 Point-And-Click Adventure Board Games here)! This game is sometimes what I want when I want to play solo: it’s an all-consuming adventure game with story and exploration! 

My physical copy arrived about November 2025, so I can still count it as 2025 (even though my digital copy arrived in 2024, so that’s another reason).   I know, it doesn’t really belong on this list, but these point-and-click adventure video games totally scratch my solo game itch sometimes!  And I spent a fair amount of time playing it solo in 2025!

10. Wroth

What a strange journey Wroth was!  This is a solo, competitive, and cooperative area control/area majority game, which is a real interesting mix of game modes!   Unfortunately, the solo play is hard to get to because you have to learn the base competitive game BEFORE you can play the solo/cooperative mode!

Along the way, I discovered I actually liked the competitive game but disliked the cooperative game!   And somewhat paradoxically (because the solo game is the cooperative game), the solo game ended up being a really fun puzzle!  After almost selling the game (because I disliked the cooperative mode so much), it was the solo mode that prompted me to keep this game.

Wroth also has one of my favorite covers of the year!   Check out our journey with Wroth to see if this is a solo game you might like! 

9. Earthborne Rangers: Legacy of the Ancestors

This is an odd entry for a few reasons!  Firstly, this was the expansion for the original Earthborne Rangers that was part of the first, original Kickstarter!  Even though I ordered this expansion many moons ago (from the first Kickstarter: see our review here), this expansion didn’t arrive until 2025 (and even BGG says it’s a 2025 release date)!

This probably should go in my Top 10 Cooperative Expansions of 2025, instead of here in my solo list … but the thing is, I only ever played it solo!  Even though you can play 1-4 players with Earthborne Rangers, I think one or two players is the best count for Earthborne Rangers! In this case, one player was best! 

In some ways, the abundance of storybook games (see our Top 10 Cooperative Games of 2025) just reminded me what a great exploration and storybook game this is!  I got to relive the fun of exploring in this system  in this exploration and story-filled game! I got the explore … The Arcology!

8. Storyfold: Wildwoods

Storyfold: Wildwoods is both a perfect entry and an odd entry to this list.  Why is that?

In name, this is a solo game only!  It’s about a little girl and her animal companion roaming and exploring a dark and depressing forest.  There is a little bit of worker placement, a little bit of dice, and little bit of story, and a lot of dark experience!  It’s a solo game!

I ended up playing this solo game as a two-player game, as team solo!  In other words, me an my friend Teresa operated the solo game as a team, with both of us working the solo position!  We would operate the single position, but discuss tactics and strategy together.  I argue that this is still a solo game, but you can just choose to be on team solo together!  See our review of Storyfold: Wildwoods to see if you agree!

7. Santorini + Riddle of the Sphinx

Riddle of the Sphinx is an expansion that makes the  Santorini base game solo and cooperative.  

Of all the games on our list this year, this is the most thinky puzzle-like game; you have to figure out how to build and acquire resources in an environment of scarcity.  The gods offer special bonuses and resources as you burn through them.  

This game stayed on my solo table until I had to go to Dice Tower West! Although I enjoyed the cooperative game as well, I think this really engaged my solo gamer brain, and I loved moving the characters around to try to solve the building puzzle in an optimal way!  Take a look at our review of Riddle of the Sphinx to see if this is something you might enjoy!

6. Unstoppable

Unstoppable is nominally a solo game or 2-player cooperative game … but almost all my plays were solo!  Honestly, it feels more like a solo game than a 2-Player game anyways?  Honestly, that co-operative mode does feel a little pasted on; I mean, you can’t even share money…

 This is a deck-building game with some card-crafting going on!  Cards slip into sleeves and upgrade your cards, all while you are still trying to build a deck!  

There’s some really interesting mechanisms going on in here, as the things you battle flip and give you good stuff!  Overall, I got to play through all the scenarios in the base box and really enjoyed this deck-builder.   One question you may want to ask yourself: would you prefer Unstoppable or Astro Knights (both deck-building games)?  See our review for more discussion!

5. War Story

This was such a unique adventure to play through solo.  This is all about being part of the French Resistance in World War II, and it’s pretty brutal.  You shoot Nazis, see most of your team die, and try to survive a wartime environment.

Even crazier, all of this happens in a Choose Your Own Adventure book situation!  This is a game where your choices really do matter; everything you do affects the final outcome and how well your team does!  Do you show mercy on the Nazi your captured?  How do you silence the little boy so he doesn’t alert the authorities?  Everything you do matters!

The game comes with 3 adventure books, as a full adventure unwinds over three big sessions (and each session affects the others)!  After playing all the way through solo, I was emotionally exhausted but strangely fulfilled!  Take a look at our review of War Story: Occupied France to see if this unique experience is up your alley!

(This is a game that has a 2024 release date on BGG, but try as hard as we could, we couldn’t get it until 2025, so we count it as 2025)

4. Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game

I ended up enjoying the solo mode for this much more than I expected!  For a cooperative trick-taking game that has a lot of similarities to The Crew, its one big difference is that it has a solo mode!  And it’s very very good!   If you love Lord of the Rings, this is an easy recommendation.  Even if you only “like” Lord of the Rings, it’s still a great solo game!

Over the course of several weeks, I ended up playing solo through all 18 chapters!  Each chapter has a nominal play-time of 20 minutes … but if you fail a chapter, you have to keep playing it until you win!

The production on this game is amazing, the solo game is amazing, it’s quite thematic, and the 18-Chapter campaign was so much fun!  It’s easy to get this to the table … as even though I was a little sick, it was engaging enough to forget I was sick for a week.   I made it through all 18 chapters solo, and it was a blast.

See here for our review of Lord Of The Rings, The Fellowship of the Rings: The Trick-Taking Game to see if this something that might appeal to your inner solo gamer!

(This is a game that has a 2024 release date on BGG, but try as hard as we could, we couldn’t get it until 2025, so we count it as 2025)

3.  DC Super Heroes United: Batman Hush

DC Super Heroes United: Batman Hush is a great game for both cooperative and solo.  In the end, though, I probably played it a lot more solo than I did cooperatively!  In fact, I couldn’t stop playing it solo!

I ended playing just about every combination of heroes and villains from this base box, as a solo game!  Now, you have to understand that I strongly prefer playing Marvel and DC United solo as 2-Player multi-handed, where I operate two characters and alternate between them as if it were a 2-Player cooperative game.   I find the “official” solo mode of the United games just too contorted.

It was such a blast to play DC heroes like Batman and Robin together solo!  See above.

I couldn’t stop playing this solo!  I kept trying more and more!  I even started pulling out some Marvel United and combining DC United and Marvel United together!  See above at Batman hangs out in Stark Labs! I got such a giggle imagining Bruce Wayne critiquing Tony Stark’s tech!

See our review of DC Super Heroes: Batman Hush to see if this is something you might like as a solo player.    This probably would have been out #1 solo game of 2025, but the next two games offered such unique solo experiences, they had to be just above it!

2. Arydia

It was very hard to choose between #1 and #2 on this list; either of them could have been #1!  I also feel bad not putting Arydia  in our Top 10 Cooperative Games of 2025!  In the end though, I only played this solo, but I had a heck of a great time!

Arydia is a huge adventuring/dungeon crawler game with tons of content: maps and cards!  See above!  And the components are just fantastic!

This game, with its unique map(s) system(s) and combat stayed on my table for a straight week as I couldn’t stop playing playing!  I wanted to see what would come next in this world!

This is an adventure-laden dungeon crawl that reminded me a lot of the old computer game  Ultima IV: it had combat, little maps, big maps, and a big adventure!   I had such a wonderful time playing this solo!  Check out our solo review of Arydia to see if this is something you might like!

1. Star Trek: Captain’s Chair

At the end of the day, I slightly prefer space over fantasy, so I think that’s why Star Trek: The Captain’s Chair ended being the #1 solo game of 2025 for me!

This is such a neat deck-building game, but calling it JUST a deck-building game seems to be an insult!  There’s so much to this game that it actually almost took me the whole year to absorb it, get it to the table, and play it!  Make no mistake, this is a big and complicated game with lots of rules!  The rulebook is very very good, but I joke that it feels like a legal document!

One major feature of the game is that there are two solo modes: the Cadet Training Mode (see rules above) aka easy mode, and the normal solo game aka hard mode!    The easy mode gives you a chance to learn the systems of the game in a simplified scenario! 

The Cadet Training Mode also a great way to learn a new Captain’s Deck!  Another great feature of this game is that every Captain in the game (see above) has a unique play style that is encapsulated in a different Captain’s deck!  Sisko is different than Picard who is different from Koloth!  See the six different Captains above!

In the end, it’s the normal solo mode (which has its own rulebook!) that makes this game a wonderful challenge.  An AI runs another captain playing against you; see above as I play Picard facing off against AI Koloth!  This solo mode is challenging and interesting and has a ton of variety as each Captain is so different!

This is a large, sprawling, solo game with ships warping to planets, planets being taken over, landing parties landing, crew members beaming to ships, crew members on duty, drafting new people, cargo, allies, and ships on your way to being the better Captain!

It’s hard to recommend this game for many reasons: the base game is actually competitive (the solo modes are add-ons), the game is pretty complicated with a legalese rulebook, and apparently it’s sold out everywhere as I write this!  Despite all that, I had a heck of a time playing Star Trek: Captain’s Chair as a solo player! It was such a unique experience that it had to be my #1 solo game of 2025.  See our review here to see if this might be something you enjoy!

Top 10 Cooperative Board and Card Games of 2025!

Welcome to the end of 2025! This is our top 10 games that were from 2025*! The best of the best!

This was a slightly weird year for cooperative games, if only because it’s not 100% clear when some of our favorite games came out! Some of the games on our list were “officially” released in 2024, but as a real playing customer, we couldn’t get them until 2025. This is also a reminder that we here at CO-OP Gestalt pay for every single game we get as a real consumer! We receive absolutely no consideration of any kind from Publishers for free review copies of games or expedited delivery or anything like that! We just play cooperative games because we love them so much that we want to share them!

Some games you might think would be on this list might have made our Top 10 Solo Card and Board Games of 2025 or our Top 10 Cooperative Expansions of 2025!

There’s some great cooperative games that came out this year, let’s take a look!

Honorable Mention: Tales From The Red Dragon Inn

Plays Solo:  Yes (two-handed or with a special companion)
Player Count: 1 to 4
Ages: 13+
Length: 90-120 minutes

So, this is an example of game that we picked up on the second Kickstarter; it really did officially come out in 2023, but the second Kickstarter delivered to us in 2025.  So, we are counting this unofficially as a Honorable Mention for 2025 … because it’s so good!  

This is dungeon crawler game that is fun and quirky, but it has a well thought out combat system!  

Despite it having a Variable Turn Order system (we have so many opinions on Variable Turn Order), this game is a fun dungeon crawler.  We joked that this should be called Lighthaven!  It’s like Gloomhaven in many ways, but so much more light-hearted!  Take a look at our review to see if this is a game you might like!

10. The Dark Quarter

Plays Solo:  Yes (operate two characters)
Player Count: 1 to 4
Ages: 18+
Length: 120+ minutes

This is more of a story than a game; I was originally hoping for more of a detective game set in voodoo-laden New Orleans, but this is more of an adult crime novel set in a voodoo-esque New Orleans. 

This is a game with lots of plot points that unfurl like an adult crime thriller on HBO or Netflix or Apple TV.  As you going through the game, you are enjoying the story as it happens, and you get to make some choices along the way.  Rather than watching an HBO crime drama, you are part of it!

An App runs this; this is one of four Storybook games in our Top 10 this year!  This is less interactive and more about coming along for the story!  The Dark Quarter  also very very 18+ with adult language and adult content.  If you want to immerse yourself in a crime story in New Orleans, there is nothing else like it! Just be aware that it’s very story-driven, but maybe not too much game. Take a look at our review to see if you might like it.  My friends and I enjoyed the experience, but others didn’t, which is why this is only #10.

9. Wandering Galaxy

Plays Solo:  Yes (very special mode: true solo, but has two sidekicks)
Player Count: 1 to 6
Ages: 14+
Length: 60+ minutes

This is the third in the series of storybook app games from Plaid Hat: the first two being Forgotten Waters (which made #8 on our Top 10 Cooperative Games of 2020) and Freelancers (which made the #4 spot on our Top 10 Cooperative Games of 2022).  These are all silly games where players go through an adventure together!

This particular silly adventure is set in space!! An app (website) controls your progress through the story, as it offers voice-acting as it reads little vignettes aloud!  This is a space-based game where players roam the galaxy in search of adventure, using some worker placement and deck-building along the way.

This is a very cooperative game, as players must operate many positions of a star ship together (like the crew of the Star Trek Enterprise with helm, weapons, … etc!)   This is one of four Storybook games that made our Top 10 list this year!  This one concentrates on the humor and the voice-acting of the app to tell the story!  See our review to see if Wandering Galaxies is a game you might like!

(This was also a game where we got the physical copy very very late in December 2024, but the app didn’t “really” work until 2025, so we count this as a 2025 game)

8. Vantage

Plays Solo:  Yes (true solo)
Player Count: 1 to 6
Ages: 14+
Length: 120-180 minutes

Vantage is one of the four storybook games on our Top 10 this year!  It’s a very divisive game, which is why it’s lower on the list! Some people love it and some people hate it!! Why?  Vantage weaves in and out of different definitions: Is it a storybook game? Is it an exploration game? Is it an adventure game? Is it a campaign game?  Take a look at our review of Vantage here (What Vantage Is and Isn’t) to see if this is something you might like.

At the end of the day, me and my friends had fun exploring this game world with it’s beautiful art and very different worlds.   The solo experience is good, but I believe this is a better shared experience as a fully cooperative game, as players read to each other and explore with each other.  This is a gorgeous and well-produced game that you may love too!

7. One-Hit Heroes

Plays Solo:  Officially no (see the cover), but there are two solo modes in rulebook
Player Count: 2 to 4
Ages: 10+
Length: 20 minutes

This game made our list this year because it felt like I could bring it out to both gamers and non-gamers, and both sets seemed to enjoy it!   This is a simpler game that only last 20 minutes (but you can keep playing if you like the little campaign); it’s all about battling some bad guys together!  It’s major premise is that if you take one hit, you die (much like real life)!  So, you have to work together to keep out to harms way!

I was able to play the game with my nieces, and they had fun!  They aren’t really gamers, but they were good sports who enjoyed the experience!

This is a light, bright, fun and somewhat innovative cooperative game.   I am glad to have some lighter, simpler games to teach my gamer and non-gamer friends and family.  See our full review here of One-Hit Heroes to see if you might like it!

6. Secrets of Zorro

Plays Solo:  Yes (true solo)
Player Count: 1 to 4
Ages: 10+
Length: 45-60 minutes

The Secrets of Zorro is the surprise hit of the year for my groups!   We played it over several weeks of game nights because it was such a fun and thematic cooperative worker placement game!

The cooperative worker placement works so well in this game as you move to places for upgrades, visit the local tavern to get rumours and tactical info, visit the blacksmith for stuff, visit your home for “stuff our Dadleft us”, and just try to get ready for the craziness of the night mode!

This is a game that embraces Player Selected Turn Order (one of my favorite mechanisms)!  It is a thematic and interactive romp through the mythos of Zorro!  Check out our review of the Secrets of Zorro to see if this is a game you might like (we also suggest you have House Rule that makes the game more fun and more thematic and more cooperative).  This is a Hidden Gem!

5. The Lord of The Rings, Fellowship of the Ring: Trick-Taking Game

Plays Solo:  Yes (very different solo mode)
Player Count: 1 to 4
Ages: 10+
Length: 20 minutes (per episode)

As we head into the top 5 games, realize that any of these could have been our #1 game!

This little cooperative trick-taking game took all my gaming groups by storm!  My friends in Las Cruces played though the whole campaign!  Me and my friends played it over and over and over at Dice Tower West!  My friends in Tucson loved it!  Everybody who played this loved it!

Everyone seems to agree that this is a very thematic game, with characters from The Fellowship of the Rings having specific thematic goals to meet as you play.  The game unfolds over many episodes, and each episode is a piece of the story of The Fellowship of the Rings!  I was told by my friends (who love Lord of the Rings) how thematic the story and episodes were!

This made the #2 spot on our Top 10 Cooperative Trick-Taking Games, and it is a fantastic game!  It is very easy to get into and everyone I played this with seemed to love it!  Check out our review here to see if this is a game you might like!  

(This is also a game that BGG lists as 2024, as I think it was released in Germany first; but I tried like crazy to get a copy and could only get one delivered to me in 2025 in the USA!)

4. Tales of the Arthurian Knights 

Plays Solo:  Yes (very different solo mode)
Player Count: 1 to 4
Ages: 12+
Length: 45 minutes per player

This is the fourth and final storybook game on this list.  This was far and away my friends’ favorite game of the year!  They liked it so much they went out and bought their own copy almost immediately!  

This is a game all about exploring the world of Camelot (and yes, it can be a silly place with lots of Monty Python references) while reading flowery text from the Book of Tales!  See above!  Of all the Storybooks on this list, this is the more prosy!  This would easily make our Top 10 Cooperative Storybook Games!

It’s hard to believe that this is actually a competitive game FIRST, and that the cooperative and solo modes are actually add-on modes!  Regardless, the only way me and my friends play this Storybook game is solo and cooperatively!  And it works so well!  My friend Teresa actually borrowed my copy to play at her Mom’s birthday party and they adored it!  Take a look at our review of Tales of Arthurian Knights to see if this is something you might like.

(This is also one of those games that BGG lists as 2024 but we tried like crazy to get a copy, and we could only get one delivered in 2025, so we call this a 2025 game!)

3. Invincible: The Card Game

Plays Solo:  Yes (true solo and two-handed solo)
Player Count: 1 to 4
Ages: 14+
Length: 60 minutes (well, it’s 2x that)

Invincible: The Card Game (not the confused with other Invincible games) is a re-implementation of Astro Knights (the cooperative Deck-Building game: see here and here).  Does this re-theming and re-implementation work?  Absolutely!

Cooperatively, everyone gets to take the role of a Superhero in this very thematic deck–building game!  This is also the best iteration of the Astro Knights system, partly because it add the Assist keyword which really brought out extra cooperation as we played!! 

See our review of Invincible: The Card Game to see if this is something you might like!  Oh yes!  And you can even mix this with Astro Knights if you wish! 

2. Ham Helsing

Plays Solo:  Yes (true solo and two-handed solo)
Player Count: 1 to 4
Ages: 10+
Length: 60-90 minutes 

I really did not expect Ham Helsing to be so high on my list, but this game was so much fun!  Ham Helsing is a comic-book universe (of which I knew nothing about until I played this game)!  The art and cards in this game follow the style of the original artist Rich Moyer, and I gotta say, it works!  This is basically a cooperative boss-battler game where each player takes the role of a character from Ham Helsing!

This is a card-crafting game where you can upgrade your cards by adding clear plastic to them!  See above!  This is definitely a gimmick, but it’s a gimmick that works!  It’s fun to upgrade and choose your little cards and slide them into the sleeves!

Between the clear cards, the cute art, and the acrylic standees, this game’s production is gorgeous!  There is also a sense of humor that underlies all of this, giving it an air of extra fun!  Take a look at our review of Ham Helsing to see if this is a game you might like!  We loved it!

1. DC Super Heroes United: Hush

Plays Solo:  Yes (so many ways, but just play two-handed)
Player Count: 1 to 4 (5, depending on the mode)
Ages: 14+
Length: 30 minutes (well, usually longer)

As I wait for my kickstarter of the original DC Super Heroes United (which was #1 on our Top 10 Anticipated Cooperative Games of 2025) to deliver (which looks like it won’t deliver until 2026), CMON gave us an early sneak peek of the system with DC Super Heroes United: Batman Rush.   Surprisingly, I had never read Batman: Hush (a well regarded Batman story by Jeph Loeb and Jim Lee), so this gave me a reason to finally pick up and read it!  It was great!  


DC United: Hush is a beautiful game; it is basically the next small evolution of the Marvel United system that we love so much!

The game contains equipment (one of the newer additions to the game system, which does make the game feel like you have a little more choice), plus a few new kinds of cards. It’s the next (and probably best) evolution of this system!

But most importantly, it add DC heroes like Batman and Robin and DC Villains like Hush and Joker and Harley Quinn!

This game was on my table for weeks as I played through all the combinations of heroes and villains both solo and cooperatively!  My friends and I played cooperatively, and this system just works so well as a group game!  People can choose the heroes they want!  And re-use symbols!

One of the best parts of this game is now you can play with DC and Marvel universes together!!  I got such a giggle when Batman and Robin were on SHIELD HQ battling Marvel’s Taskmaster! See above!

This game was on my table for weeks and I still want to keep playing it. I knew it when I got it, and I know it now as I write this: DC Super Heroes United: Batman Hush is my game of the year, not only for being a great game, but also introducing me to the Batman: Hush story!