Top 10 Cooperative Things to Pick Up Before Greater Than Games Goes Away Forever

I have been buying a LOT of stuff from Greater Than Games over the past few weeks to get ready for GMing my first game of Sentinels Comics: The Roleplaying Game! I have played the game many times (with my friend CC GMing), but I have never GMed myself! So, I have been catching up on supplies. Unfortunately, because of the unpredictable tariffs, Greater Than Games has “shuttered” themselves to a large degree, laying off almost everyone, and is just liquidating stock. See news announcement here! (This was a while ago, but I am just buying stuff now)

https://www.greaterthangames.com/blogs/news/greater-than-games-team-reduced-in-response-to-tariff-crisis

I really do hope they come back from this, but I have been trying to get everything I can in case they disappear forever! Here’s my Top 10 Cooperative Things (games, expansions, other) from Greater Than Games to get before they go away forever!

10. Spirit Island

Of all the games in the GTG lineup, I feel like  Spirit Island is the least likely to go away.  Even if Greater Than Games dies completely, I am very confident someone else will pick this up! At the time of this writing, Spirit Island is #11 OVERALL on BoardGameGeek!  I see Spirit Island in Top Solo Games lists all the time (and it made our Top 10 Cooperative Games of 2017 as well!).  I love this game, and if you’ve never tried it, it’s a great game! It’s almost a euro-cooperative game! I put this at #10 not because it’s my lowest rated game,  it’s just that I suspect this game will never go away; it’s too popular.   Someone will pick it up, even if Greater Than Games falters forever.

(And yes, there are a TON of expansions for Spirit Island, they are all fun, but I almost never play them.  I view all the expansions as Honorable Mentions for this list).

9. Legends of Sleepy Hollow

My group really liked this cooperative game, The Legends of Sleepy Hollow, but it has some wonkiness to it.  See our review here.  But they fixed some of that wonkiness with the Errata (see Errata review here).  If the idea of a cooperative game in the Sleepy Hollow universe sounds fun to you, check this out … and pick it up before it disappears forever!  Just make sure you get the Errata!

Sentinels of the Multiverse: Definitive Edition

The next three entries all all related to the Sentinels of the Multiverse: Definitive Edition

8. Disparation*

The Definitive edition of the Sentinels of the Multiverse is “essentially” the third edition of the game.  See our review here for more details.  The Disparation expansion for it … may or may happen.  When GTG first announced they were shuttering, it sounded like they shut down production of it, even though printing had already started!  Over the past 6 months, we had news that maybe it will print, maybe it won’t.  As of this writing, production has started back up again!  So, Disparation may still reach its Kickstarter (sorry, BackerKit) backers.  It’s unclear if this will ever see retail; if you see it, pick it up.  You may never see it again.

7. Rook City Renegades 

The first expansion to the Definitive Edition, Rook City Renegades, definitely did make it to retail, so you might still see it around.  See our review of it here.  If you end up getting and loving Sentinels of the Multiverse: Definitive Edition, you probably want to pick this expansion up before it disappears forever!

6. Sentinels of the Multiverse: Definitive Edition

This is the third edition of one of our favorite cooperative games of all time!  I feel like I am Superhero in a superhero’s world, battling villains and working together with my friends!  Take a look at our review and see if you might like this!  This is a rare 10/10 game for us, and you may be kicking yourself if you don’t pick this up before it goes out of print forever!

Sentinels of the Multiverse: Second Edition

The next few entries are related to the second edition of Sentinels of the Multiverse!

5. Any expansion, but especially Rook City!

There are a TON of expansions for the Second Edition of Sentinels of the Multiverse!  They are all good!

But, if I ever do a list of essential expansions for a game, Rook City (for the Second Edition) will be #1 on it!  This is one of my favorite expansions of all time!  The Villains and Environments in here are just so amazing!  This expansion really took the original (second edition) of Sentinels of the Multiverse to the next level!  (I think this is currently only offered as a bundle with Infernal Relics: I have the original).

4. Sentinels of the Multiverse: Second Edition

This is also called the “Enhanced Edition”.  You might wonder why the second edition is higher on the list than the definitive edition!  Well, to be frank, I like it better!  I think the coloring and art make it easier to see cards from across the room!  And even though the gameplay is “less smooth”, I am used to it.  Still, most of my friends liked the Definitive Edition better: See our review here!

It’s possible you might find some great deals on the Second Edition in the used market, so be on the lookout!  Just be careful not to mix editions!  Luckily, the only things for Definitive Edition are the three we list (that and foil cards)!  Just about everything else should work with the second Edition!

Sentinels Comics: The Roleplaying Game

Our last three entries are exclusively for the Sentinels RPG!  And yes, we consider this RPG a cooperative game!  What can be more cooperative than heroes coming together to save humanity?

3. Game Moderator Kit

2. Starter Kit

1. Core Rulebook 

You might wonder why Sentinels Comics: The Roleplaying Game stuff makes the top 3 spots on our list, despite the original card game(s) Sentinels of the Multiverse being some of our favorite games of all times! I think you’ll be able to find Sentinels of the Multiverse card games for some time, but I am not sure the Sentinels Comics stuff will be around! I think that the Sentinels Comics RPG didn’t get a lot of love, but it’s a pretty neat RPG system. My friend CC said it’s his favorite RPG to run! See our review here!

You can dip your toe in the water with The Starter Kit (#2) to see if you even like the game! The Starter Kit comes with pre-generated characters and pre-generated adventures so it’s easy to jump in!!

But of course, the funnest part of Superhero games is making up your own heroes, which the Core Rulebook allows you to do! The Game Moderator Kit is just icing on the cake if you decide you like this system!

Check out Greater Than Games Website (see here) to see if you can still pick up some of these things!

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

IMG_8022

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

IMG_8010

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

IMG_8016

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

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

What Is This?

IMG_8014

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

IMG_8939

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

IMG_8941

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

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

Too Random

IMG_8134

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

IMG_8103

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

IMG_8948
The dice: no bad outcomes! All good stuff!

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

IMG_3431

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

IMG_1652
Exploding Dice!

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

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

IMG_7880

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

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

IMG_8081

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

IMG_8168

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

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

However, there is hope.  See below.

Other Problems

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

IMG_8115

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

IMG_8135
Backs of Villain cards need to be better:  When you defeat a villain, you flip his card to show he’s been defeated!  But, you have NO IDEA what color he was???  Why do you care?  Because the BLUE henchmen (who Proletariat was) are easier to defeat and it’s good to have a visual reminder!  But the back of the card has NO INDICATION of what the color of the villain was!  (If it had a color-code base … see previous point … that would work).

IMG_8177

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

IMG_8040
Back of rulebook: There are no player help cards, or Turn Summary cards.  It might have been nice if they put the turn summary on the back of the rulebook. Or symbols or anything useful to gameplay.

IMG_8169
Upgrades: When you get an “upgrade” to your deck, THE NEW CARDS AREN’T LABELLED WHERE THEY CAME FROM!!!  The “better Flight” card (left) is from envelope #1.  From now on, I take pictures of my upgrades so I know where they came from.  That way I can reset my game.

IMG_8119

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

IMG_8132

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

IMG_8114
Binding:  This binding on the scenario books is UNFORGIVABLE.   You have to have the pages of the book open to see the rules, the end of turn actions, and it’s SO HARD TO KEEP OPEN without overfolding/destroying the binding.  See above.  We saw this WAAAAAY back when we reviewed The Forests of Admiron when we hated the binding on the rulebook.  I can’t keep the scenario book open (easily) to look up the rules.  This is unforgivable; the scenario book should have been a book that could lay flat.

IMG_8160

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

IMG_8067

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

IMG_0758

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

IMG_8068

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

IMG_8126

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

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

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

IMG_8097

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

Conclusion

IMG_8173

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

IMG_8171

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

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

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

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