Tembo: Survival on the Savanna. A Solo and Cooperative Review.

Those of you paying attention might say “Wait, didn’t you already publish this?” And you are right! We did! It turns out we got a critical rule wrong, so our review was a little unfair! So, we took down our original review and adjusted it after replaying. Here we go with an updated review!

Tembo: Survival on the Savanna is a solo and cooperative tile-laying/tile-placement game from The Op Games.

This is a game all about exploring the Savanna but keeping the elephants alive and away from the Lion and Lioness!

This is a lighter game for players ages 10 and up.  The time range seems about right at 30 to 45 minutes.  It can play solo.

Is this game good enough to make our Top 10 Cooperative Tile-Laying/Tile-Placement games?  Let’s take a look!

Rulebook

The rulebook is decent.

The game set-up and components are on opposite pages and this works great.  The components are annotated and the set-up is well-labelled.  This part of the rulebook is excellent.

The rulebook is generally okay.  It’s not great on some edge cases: For example: when you rotate a card, can you can also rotate it 45 degree to get diagonals?  There’s no discussion of that!  From a consistency point of view, it seems like you can (because diagonal is considered adjacent), but it’s not clear.  Why are some spaces purple and white on the final board?  Do you have to place final elephants in the white zone?  When the Matriarch is by herself on the board, what does playing the Matriarch card means? When an elephant line gets disconnected, are there any special rules?  If the Lioness eats an elephant, and goes to sleep, then the Lion moves to her space with the Matriarch … it seems like you SHOULD NOT lose (because the Lioness is sleepy), but the rules make it clear whenever the Lioness and Lion are together .with the Matriarch … you lose!  This seems inconsistent with the theme of the game (sleepy Lions).

Oh yes, after a few passes over the rulebook, it’s clear that each player MUST DRAW TO THREE CARDS no matter what, on their turn.  So, they keep drawing. They should have made that clearer, instead it’s kind of buried in the text.

The rulebook was decent, you can learn the game, but don’t expect there to be a ton on edge case clarifications.  You’ll have to make your determinations in a few places.

Unboxing and Gameplay

Tembo is a fairly standard sized box. See Coke can above for scale.

Each player will take the role of one of four herds of elephants.  See the gorgeous wood elephant meeples (elepheeples?) above.

The thing is, there is only ONE matriarch who guides ALL the elephants!  See is the bigger blue elepheeple above.  Her job is to try to keep her elephant herds away from the Lioness and Lion!  See above for the gorgeous wooden pieces! Elepheeple and Lioneeples!

See above as the matriarch is shepherding the pink and grey elephants above (in a 2-player game).  Every new elephant placed on the Savanna MUST be adjacent to another elephant!  It doesn’t matter what color because this is a cooperative game: you can place your new elephants next to any adjacent elephant.  It’s worth noting that elephants are considered adjacent in both orthogonal and diagonal directions!  This is important  to note for later.

Each player has three cards that do double-duty; they form the grid for the Savanna (this is a tile-laying game after all) AND they allow placing the elephants to the Savanna.   Each player always has three cards at the start of their turn: each turn starts with the active player playing a card to the grid THEN playing another card to determine how to place elephants onto the grid.  (Actually; this was the rule we messed up.  You play EITHER to place a grid space OR to place elephats.  This rule was clear in the rulebook, so I have no excuses other than I misread it.  I do think having a player summary would have helped me; anyway, don’t be me and make this mistake).

How you are sitting at the table actually determines HOW you can place your card and your elephants!  Note the arrow in the upper left corner of the card above: if you are facing the grid, you can only play this card to the grid IN THE DIRECTION OF THE ARROW.

If I am facing the grid, you’ll notice all my cards (above) in the grid pointing away.

Interestingly, when you place a card/tile onto the board, the spot you choose has a special power (usually how many elephants to energize).    See above: one spot energizes 2 elephants for ALL players, one spot gives just you 4 energized elephants! You start with only 3 energized elephants, but you can only place energized elephants on your turn!

The secondway you can play a card: the  card you play is discarded, but it allows you to place elephants on the grid ONLY IN THE PATTERN (or just a single elephant) specified on the upper left corner of the card.  If we discarded the card above to place elephants, we could ONLY place 2 energized elephants east-west (next to a previously played elephant somewhere on the board).

To win the game, players must have the elephants visit 6 Landmarks on the board AND make it to the final location.  To “visit” a Landmark, some elephants need to occupy the purple spots of the Landmark.  See above as 2 grey elephants and 1 pink elephant visit the waterfall Landmark and earn the waterfall standee!

If you want to “scoop up” all the elephants on the board, you can play the Matriarch card (elephant card above) which returns all elephants to the players!  You might do this at certain points to limit how many elephants get chased away by Lions (but see below).

The only problem is that it costs 2 (or 5) energy to engage the Matriarch to gather all the elephants!  See the energy track above.  If you ever go to zero energy, you lose!

You can place elephants on the trees to get more energy!  See the red trees above!  If I can place two elephants there, I can get more energy! Yum!

As you play, the Lion and Lioness move.  If they are ever in a Location with elephants, all the elephants are chased off!  (They are not eaten, no.  Even though they are taken out of the game forever).  If you ever get BOTH the Lion and Lioness on the same space as the Matriarch, you also lose!  If you ever run out of elephants, you lose! If you ever run out of energy, you lose! If you ever run out of cards, you lose!

You can only win if your elephants visit all 6 Landmarks AND you make to to the final spots at the top of the board!  See above for  a winning game!

This production is gorgeous and will enchant you.  The Vicente Dutraite art and the wooden meeples are just so beautiful.

Mixing Bad News and Good News

Many cooperative games have a separate deck of “Bad News” cards, that is, cards that keep the game flowing against the players.   Interestingly, the “Bad News” cards are all interspersed into the same draw deck as the player cards!   In this case, there are two “bad” cards.

The first is the Liones/Lion cards.  When the players draw these cards, they activate the Lioness and Lion (in that order): the Lioness/Lion moves, and then will eat (pardon me, “chase”) all elephants in its region.

If a Lioness/Lion eats (chases) some elephants, it has to rest (until it stands again).

Although the Matriarch cards are “Good” cards (you can play them to move the Matriarch and collect all elephants on the board), you are FORCED to play them if you ever get two of them!  This is a unique kind of bad news because (a) you don’t have a choice and (b) the energy cost is much more significant at 5 (rather than 2).   Getting a Double Matriarch (like above) is actually bad!!

Intermixing the Good cards and Bad cards into one deck reminds us a little of The Siege of Runegar (see review here) where the Troll cards were interspersed into the playter decks of this deck-building game.

The Game Can Kinda Play You

You have to be a little careful when you play; the game kinda plays you just a little.

First, there’s not much strategy with the Matriarch cards because you are pretty much forced to play them as soon as you get them.   If you don’t, you will almost certainly get a Double Matriarch where you are FORCED to play them and lose 5 energy.  Energy is a  very limited resource; you can maybe handle losing 5 energy once … maybe.  You are almost guaranteed to lose if you take 2 Double Matriarchs.  That’s 10 Energy, … and you start with 10 or less (depending on the number of players).

After playing a bunch of games, I found that you pretty much want to play the Matriarch card AS SOON AS YOU GET IT (which costs 2 energy) so that you aren’t forced into a double Matriarch (which costs 5 energy).   That’s not really a strategy; you can’t save it up until you need it.   Every time I tried to “be clever” or “push my luck” by saving Matriarch cards, I got screwed by the double Matriarch and immediately lost.   It seems like the best “strategy” is to immediately play a Matriarch card, even if it doesn’t make any sense. 

Now this isn’t quite as bad as I first thought (on my first wrong playthroughs), because the game moves forward more slowly (I originally though you were drawing two cards per turn; BUT you are only playing one and draing one).  But it still seems imperative to play a Matriarch as soon as you can.

The game is kinda playing you.

The other problem is that the “Bad News” cards cluster and cause major havoc.  You ALWAYS have to draw up to 3 cards, even if you don’t want to!  “I’ve got a Matriarch card, I’ll just defer drawing for now!”  NOPE! You can’t do that!  There’s no choice.

The game is kinda playing you.

Games like Pandemic try to mitigate this clustering a little by distributing the bad news cards more equally over the deck (by separating the deck into 4 pieces and distributing the bad cards in those 4 sections).  I wish Tembo did something like this to help mitigate this clustering.  Or give me a choice to NOT draw.  Nope.

The above has a list of the distribution of cards. 

At the end of the day, your game will probably be won or lost by how the bad news cards cluster, despite how well you play during your turn.  But it’s not as bad as I originally thought.

Solo Game

There is a solo mode built-in (thanks for following Saunders’ Law).  

The solo player gets about 24 elephants (collected from two colors: see above as a I mix pink and grey).   The game plays “about” the same, but the solo player doesn’t get the special powers when they play a card on the board: you always just get 4 elephants when the play a card to the board.   And you can, at one time during the game, discard a Matriarch to avoid a double Matriarch,  The solo player just plays turn after turn by themselves until they win or lose.

This true solo way is “okay” to learn the game, but I don’t think it’s the best way to play the game solo.  The problems are two-fold: First, you don’t get the special abilities on the board, which is one of the only ways you can be “smart” in the game …so the solo mode takes away one of the ways you can be clever and sort of dulls the games.  Second, the double Matriarch “fix” isn’t that great.   Sure, you can choose to get rid of a Matriarch ONCE, but as I pointed out earlier, the double Matriarch problem is pretty steeped into the game.  It’s just not fun to play when are you are MORE likely the get a double Matriarch (see below).

A better way to play solo is to play two-handed solo: the solo player plays two elephant tribes, alternating between them as-if it were a 2-Player game.  I think this is a better solo mode for many reasons: 1) You are playing the game the way it was meant to be played: no special rules for solo player.  2) The odds of getting a double Matriarch are actually reduced because you are distributing the Matriarch cards between two hands!   In the true solo mode, you are much more likely to draw double Matriarchs because you have exactly one hand!  At least with two hands, the double Matriarch is less likely.  Finally: 3) Being able to use the special powers on the board allows you to be more clever.

I’ve seen this in so many games recently: a two-handed solo game is always the better way to play solo.

 

Cooperative

I”ll be honest, the cooperative play turned me around a little. I “leaked” the strategy that you must play your Matriarch as soon you get it (to avoid the double Matriarch) and we had a pretty good time playing cooperatively.

As a cooperative game, it’s pretty quick, and the game flows quickly if someone can explain everything. Having played at least ten times, I was able to shepherd Teresa and I through a game … and I had fun.

We didn’t get too unlucky on our deck, and generally we were able to me smart (when to play certain cards, when to eat trees). We were still forced to play our Matriarchs ASAP, but Teresa said she liked knowing that because it made it “easier” to think about.

The cooperative game was fun, we had to strategize together, and the game looks gorgeous. I had much more fun playing cooperatively than solo.

What I Liked

The Production: The production on this game, with the wooden meeples, the linen-finished cards, the gorgeous Vincent Dutraite art, and the quality of the everything really shines.

Specials: There are special one-time tokens that allow you to be “do something” special on your turn. The basic game allows you to start with 5 of them. I think without these tokens, you won’t feel like you can ever be smart, as you can be “stuck” with what you get. I will never play without these tokens.

Special Activations: I really like the decision space around the cards you play on the board. This allows you to feel clever! Do I need more elephants? Then I’ll take the +4 elephants! Does everyone need elephants? Then I’ll activate the +2 for everyone space! But I still need to connect the landmark sites, so maybe I’ll place a tile on a location JUST so I can connect locations! This was one of the most important parts of the game to make you feel smart. Taking this away from the 1-player game seems to neuter the game a little bit.

Diagonal: I really appreciate that diagonals are adjacent! You get so tired of games where everything has to be orthogonally adjacent! I feel like this opened up the decision space a little more!

What I Didn’t Like

Games Plays You. I hated that there is almost no mitigation of the double Matriarch. Can I choose not to draw? Can we distribute the matriarchs and/or Lions over parts? Nope. I sometimes feels like the game just is playing me because you pretty much forced to play the Matriarch when you get it.

It has an edge of randomness. It’s can be frustrating to lose because of the way the deck is laid-out. Or sometimes you get the Lions and all clustered and the Lion and Lioness sneak up on the Matriarch and you lose! Your game can be determined by how well you shuffle! The bad news cards can cluster and completely screw you …

The Rulebook:  The rulebook was great on the form factor, and the rules that were presented were presented clearly.  But the lack of some edge cases might really throw some gamers for a loop.  I have no problem moving forward if a rule is unclear, but some of my friends get stuck and can’t move forward.  I worry that this lack of specificity might turn off some gamers.

Conclusion

I am struggling with the score to give Tembo. I did have a good time playing once I figured out you always play a Matriarch as soon as you get it. But I still struggled with how the order of the deck can completely determine whether you can win or lose: the game can play you. BUT after replaying the game correctly, it’s not quite as bad as I thought. I still had fun.

In the end, I am giving this a ranged score: [6.5/10 to 7.5/10]. I needed to capture that I like the game when the deck is fairly well behaved, but I wanted to give a warning that the game can a little too random and frustrating. If I brought this certain groups, they might get a little frustrated by the game playing you (“you always play a Matriarch as soon as you get it …is that really strategy?”). Other groups would just enjoy the setting and production and art … and the fact that it’s a little random is mitigated by the fact the the game is quick.

I think my friends Max and Cassidy would really like this game (with a little strategy hint); they would like the cute and quick game herein.

Oh, and the given solo game is fine for learning the game, but I think it neuters the gameplay a little. If you want to play solo, play two-handed solo instead to enjoy the cleverness and choice that is still in the game (modulo the deck shuffle issues).

Tembo might make my Top 10 Cooperative Tile-Laying/Tile-Placement Games now that I have played it correctly! If I had to redo that list, it would need to be redone anyways to make sure Mists Over Carcassone (see review here) were on it! Tembo too.

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

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

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

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

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

Let’s take a look!

Unboxing and Gameplay

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

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

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

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

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

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

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

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

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

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

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

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

How do we get dice?

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

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

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

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

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

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

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

Rulebook

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The rulebook is good.

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

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

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

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The rest of the rulebook is pretty good.

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

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

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

In general, this is a good rulebook.

Solo Play

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

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

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

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

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

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

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

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

Cooperative Play

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Cooperative play went pretty well.

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

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We were able to take out the final mummy!

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

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

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

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

Communications Restrictions

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

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

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

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

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

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

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

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

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

Try It Out

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

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

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

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

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

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

Acrylic Standees

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

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

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

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See above the the standees!

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They are pretty nice! See above!

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

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

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Which do you prefer?

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

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

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

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

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

What I Liked

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

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

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

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

What I Didn’t Like

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

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

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

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

Reactions

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

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

Teresa: “6 or 7, it was pretty fun.”

Conclusion

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

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

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

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