Aetherspire: A Solo and Cooperative Review

Welcome to 2026! This month, we are looking at games that were on the 2025/2026 cusp. This one we received December 18th, but we couldn’t get it played fully until January 2026, so we are counting it for our lists as a 2026 release! Take a look below!

Aetherspire is a cooperative tower-defense, 3-D building game that was on Kickstarter back in October 2024; it promised delivery in October 2025.  There were some miscommunications, and some retail stores had copies (in late  November 2025) before Kickstarter backers (my copy arrived December 18th, 2025).  I admit seeing this in retail before I got my copy made me a little grumpy (since I kickstarted and paid real money to back this), but I guess I am just glad to see this game get out there.

This is a really interesting looking game (“3-D building?? What is that??? That sounds cool!”) that piqued my curiosity in last year’s Top 10 Anticipated Cooperative Games of 2025!   But because of the late arrival, we couldn’t get it played fully (solo and cooperatively) until 2026, so we are counting it (for our internal purposes) as 2026 release.

Let’s take a look!

Unboxing

See Coke Can above for scale.  

There are quite a number of really nice components in this box.

There is QUITE a bit of cardboard to punch out!

Most of the cardboard is for pieces to build 3-D structures on the board!  See above!

There’s also a really nice board where you build!

Overall, these components are pretty great!  (In the previous Kickstarter that failed, the components were even nicer, but they were a little too expensive, which is why this regrouped and relaunched.  To be honest, I am very happy with the quality of the current version).

Gameplay

Each player takes control of one of 15 (!) characters; each character has special powers.

Each character’s power are notated on the sheet (see above). Generally, these special powers allow the character to manipulate tiles, manipulate dice, and/or manipulate spires.  

This is a bag-pulling game; it’s not really bag-building, as bag-building implies players put stuff in there for purposely to change the odds.  Having said that, there are decisions players make during the game that do change the distribution of the pieces … so you could argue this is a bag-building game?  Maybe?

The pieces you put into the bag are dual purpose: they are both the invaders (that clog spaces on your board) and spell-pieces that allow you to use special powers!

At the start of each player’s turn, he/she get 3 pieces that go into the spell area above.  Discarding combinations of the pieces allow the players to cast spells to help them!  See above!!!  The spell is the important thing here (Lava Bomb destroys invaders!), but again the pieces do go back into the bag, so what pieces you use for spells has at least some bag-building implications.

During the end of every turn, using the same bag, the invaders are pulled and placed on the pieces in the middle!  The invaders clog spaces so you can’t build!  

As the game unfurls, you are trying to build spires of height 4 (for each element).  You use puple pillars to build bases for the next levels: see above.

The purple dice are “generally” how you build purple pillars!  Note above as the player can build three pillars on water spaces, and one pillar on an ice space!  There are other powers and spells to build pillars, but generally the purple dice build the purple pillars.  

At the start of every player’s turn, they get to roll 5 dice, and they help determine what the player can build/do that turn!

A completed structure of height 4 (where all levels are the same element) allows the player to build a spire!  See above!  Once all four spires have been built, players win!

If there are no empty spaces for the invaders to occupy, then they tear down the walls and attack the gooey center!  If all the purple (circular) pieces in the middle are removed, players lose!

A winning game looks like the above!  3-D towers built with 4 spires!  Pretty cool!

Along the way, during the bad news phase, the spirits of the elements are awoken.

Each one of these has special powers which makes it harder to build the spires.  But building a full spire will KILL the appropriate spirit, so some of the game may be deciding which one to go after!

There are other ways to lose, but usually you will lose when too many invaders come out and there’s no place for them to go!  (If you wait too many turns, you run out of time and just lose: see above).

Even if you don’t win, a “nearly-completed” gane looks pretty cool!  See above!

Rulebook

The rulebook is good.  

The font is pretty big and readable, the rulebook stays open next to me on the chair, but there is a little bit of droopage over the edges, so this gets about a B+ on the Chair test.

The Components are well-documented with pictures and annotating text.

The set-up is perfect: it spans two adjacent pages, stays open, and marks where everything goes.

There’s no index, but there is a glossary (see above), and we found that to be good enough.

The rules end with a nice Icon reference.  See above.

Generally, this was a good rulebook.  There were a few questions on some edge-cases on rules (see our BGG post here), but the designer seems pretty engaged and answered our questions over there pretty quickly.

Overall, nice job.

Building vs. Dexterity

The rulebook makes it VERY clear this is not a dexterity game.   See above.  In all my plays of the game, I never really had any problem knocking stuff over.  (EDIT: update, yes, in our cooperative game we had an “oops” moment, but it was easy to rebuild).  But I like this acknowledgement!  This game is about building cool towers!

Solo Mode

Yes!  This rulebook does a GREAT JOB of acknowledging how the solo mode works! See above!  Thank you for following Saunders’ Law!  The game is true solo, were the solo player operates one character and pretty much plays the game just like normal (no real changes).   I applaud this solo mode!

Over the course of a week, I played about 3 solo games with different characters. The purple guy!  See above!

The blue guy!

…and the red guy!

Strictly speaking, I didn’t win any of my games!  I cheated in my middle game just to see what the endgame looked like (and it was a minor cheat, but it was still a cheat).

This game is hard.  You have to balance the randomness of the dice with the number of invaders points and the scarcity of spell components.  Every decision you make has some repercussion: if you kill some invaders with a spell, then the spell components go back into the bag … which kills the invaders, but changes the distribution in the bag!  If you build too much too soon, you may build so that the invaders have no place to land and they end up breaking down the walls!

I have, over the course of my plays, developed some strategies.  There is some strategy, but also a lot of tactics, as you have to play the dice as they are given.

The randomness can be a little frustrating sometimes, but usually there are just enough mechanisms to deal that randomness (you always get a free re-roll every turn, your special powers can do stuff to  “useless” dice, and the spells can help.  Having said that, the game can sometimes feel just a touch too random.  At the end of day, if you roll poorly, you will lose.

But I liked the way all the systems of the game worked together; they all interacted in interesting ways.  I had fun playing.

As a solo gamer, it’s easy to get this out and start playing.  The amount of maintenance per turn isn’t too bad, and the game moves along as quickly as the solo player likes.   The only “bad part” is how much work it is to clean up the game at the end; there are a lot of components that need to be separated!

Cooperative Play

Cooperative play went over very well!

Using a minor house rule (see below), we were able to win a game!  It was very satisfying.  

In the cooperative game, there’s no real mechanisms to encourage cooperation.  Each player’s turn is very multi-player solitaire!  A player rolls the dice and decides how to use the dice and the spells and deal with the invaders.    A lot of people I know really like this style of cooperative game, as it’s much harder to have an Alpha Player ruin the game … since I can only use my own powers and my own dice.  (Typically, none of the special powers of your character can be used outside of your turn).   So, it might seem this game isn’t particularly cooperative.

Even though the game has no mechanisms to encourage cooperation, a lot of “high-level” cooperation occurs!  Which invaders do we deal with?  Which spells do we use?  How do I use rerolls?  What Spires do we complete?   It’s all high-level discussions.

My friends and I, who cooperate very well, had a great time playing this.  We talked a lot about high-level strategy and interacted/discussed/cooperated quite a bit.

I also think this would be an excellent game to play at a convention!  Since you may not know other players very well at conventions, a multi-player solitaire game is a good choice.  It’s harder for Alpha Players to show their ugly head, and each player can execute their own turn, but still conversing with other players!

House Rule: Re-rolls Must Roll Something Different!

There is a very frustrating thing with using re-rolls as a mitigation mechanic: if you re-roll and roll EXACTLY THE SAME THING.  As a house rule, we suggest that, if you roll the same thing on a re-roll, you can re-roll until you get something different.

Some Component Issues

My board had trouble laying flat; I had to use a Board Butler (see above) to make sure the board stayed flat.  I feel like this is a bigger deal in this game because you are building a 3-D structure and the board NEEDS to be flat and stable.  After my third game, it was a little better and I didn’t need the board butler. 

The spires didn’t seem very “stable”.  See as the green spire just kinda opens up, but the white spire stays very compact.  I suspect a little glue might fix this issue.  It’s not a big deal, but it was annoying to try to move the spires around when they sometimes kind of open up or fall apart.  Again, I think a little bit of glue will fix this, so it’s not a big deal.

Randomness

There’s a lot of ways to mitigate randomness in this game, and there are a lot great decision points;  I really like all the places where you can make choices.  For example, at the start of every turn, you get one building piece (you choose the pile), but you can still swap away if you get something you don’t want!  I also like that you essentially have a re-roll every turn! (But see our House Rule above).  I also like that the spell pieces are also the invaders!  It’s cool that you have to think about how the invaders and spell pieces distribute into the bag! All your choices seem important.

At the very end of the day, though, this is still a dice game.  If you roll poorly and there are no mitigations left, you will lose.  It’s not a big deal because generally there’s enough mitigation so that you don’t have this feeling too often.  Be aware: occasionally, you will be grumpy when you roll badly.   You have to decide if that’s too much for you.  The good news is that the game is pretty quick.  I think 45 minutes estimate might be too little shy; my games were more like 60 to 90 minutes.

Conclusion

Aetherspire is a really neat tower-defense and 3-D building game.  I liked it and my friends like it.

The structures you build are very cool and look great!  It’s fun to be part of that process! See above!  It’s a very kinesthetic and interactive experience!

The game can be just a little random, but there are enough mitigation methods (plus our House Rule) that it’s not usually a problem.  At the end of the day, this is still a dice game that can still stab you in the eye.

My friends and I had a great time playing this! It looks good, it’s fun to build, and there’s enough choices that you always feel like you can do something!

Me and my friends all agree in this one: 8/10 for cooperative mode! It was so much fun!  8/10 for both solo and cooperative mode … although the cooperative might have been a little higher if there just a few more mechanisms for cooperation: the cooperative mode is pretty much multiplayer solitaire with a few high-level discussions of strategy … but that may be what you want at a convention … or to avoid the dreaded Alpha Player.

Side Note: This probably would have made my Top 10 Cooperative Games of 2025 if I had gotten it a little bit earlier … be on the lookout for this on my Top 10 Cooperative Games of 2026!

Fate: Defenders of Grimheim. A Solo and Cooperative Review of a Tower Defense Game

I didn’t know a thing about this game until I saw it on a BoardGameGeek advertisement!  Fate: Defenders of Grimheim is a cooperative tower defense game for 1-4 players.   A tower defense game is when monsters move towards a “tower” with the intent of wrecking it!  Your job, as the players, is to defend said “tower”!

This is a game from Fryx games; I ordered directly from the website (and had to pay some extra money because of Tariffs, so that was stinky).  This is the same Fryx games that gave us the enduring Terraforming Mars, the great Terraforming Mars: Ares Expedition (see our review here), and not-as-great Terraforming Mars: The Dice Game.  

Let’s take a look!

Unboxing and Gameplay

This is pretty standard sized box; see Coke can above for scale.

Players each assume the role of one warrior protecting the homestead! Bjorn, Alva, Embla, or Boldur.  See above.

The homestead is at the middle of the board!  See above.  Every time a bad guy makes it to the homestead, the players lose one (or more) of the homes there. Lose too many homes, and the players (collectively) lose the game!

At certain points during the game (including the start of the game), a bunch of bad guys are placed into the game at the edges of the board.  See the card (above) describing where the bad guys go …

… and see the same bad guys on the board!  Note that the arrows denote how they move during the move phase! (If they hit a trail, they start following the trails).

There’s three different flavors of enemy: the Dead (coming from the northwest part: see above).

The Trollkin, coming from the northwest (see above)

And the Fire Hordes, coming from the South.

This is a tower defense game!  You have to kill the bad guys before they make it to the center of the board!

Each player (hero) has a bunch of tools to help them stop the bad guys; these tools are all special to that hero!

There’s abilities (like above) which can help the player in many ways. These abilities are paid for with experience /gold.

There’s upgrades the players can get (if they do the quest at the top of the card).

Generally, each player has a starting main weapon and starting ability, plus a special ability.  See above.

As the game unfolds, the player quickly upgrades and gets new abilities and weapons!  See above!

If you can keep at least one structure left (the fountain is the last thing to go) before the timer runs outs and/or you kill all enemies, you win!

Rulebook

I liked this rulebook.  Except for one thing.

The rulebook is just too big; it almost fails the Chair Test.  See above as it droops heavily over the edges of the chair.  The only reason it doesn’t fail the Chair Test is that it stays open, and is easy to read.  I can barely use on the chair next to me: this gets like a D on the Chair Test.  Honestly, this rulebook could have easily gotten an A on the Chair Test if it hadn’t been so droopy.

The Components page is nice and well-labelled: see above.

The first few pages didn’t jump int set-up, they talked about the cards and components.  This worked well to get you familiar with the components of the game.

The Set-up is pretty good: the picture’s a little small, but it does work. See above.

Generally, though, this rulebook was really good.  I had no real grumpiness as I read it.

It’s only about 12 pages, but it’s pretty easy to read.  There’s no Index, but I think that’s okay for this game.  This game is pretty straight-forward and I don’t think it needs an Index.

Generally, good rulebook.  I just wish the form factor were smaller.

Solo Game

The solo game is very well-defined on page 11: see above. Basically, there’s no rule changes! This is a true solo game, where the player takes control of a single hero in the game.  The game is self-balancing: the number of monsters that come out are essentially a function of the number of players. This is a fantastic solo mode with no real changes to the rules!  Thank you for following Saunders’ Law!  This gives us a solo mode that scales to cooperative mode with NO CHANGES!

After the solo modes for so many games have left us underwhelmed lately (Lord of the Rings, I am looking at you), it’s great to see a simple and scalable solo mode.

I took control of Alva for my solo game.

Her cards and figure come from the Alva/Bjorn box.  It’s a little hard to find the starting cards, but once you know what you are looking for, it’s easy enough.

Basically, the solo game starts with fewer homes in the middle and only one set of enemies come out at first!

More enemies will come out when we hit the Axes (above) on the timer.  You draw one card of enemies for each player (that’s the scaling part).

Over the course of the shorter game, I had to go and kill some enemies before they reached the homestead!

One of the best parts of the game is how quickly you gain new abilities and new weapons and new upgrades!  Generally, you seem to be able to get something new every other round or so, which is great!  Your character really feels like they are progressing as you play!

Near my solo end game, I had at least 3 new weapons and new abilities (some of them upgraded!)

It was a pretty quick game; the box says 30 minutes per player, and my experience says that’s accurate.

It was very easy to jump into this game, a lot of fun to perform upgrades, and some strategy as I tried to figure out the best way to kill the bad guys before they invaded!

The solo game works great.  And it’s trivial to apply the lessons of the solo game to the cooperative game, since it’s essentially the same game!

Cooperative Game

My friend Teresa and I played the cooperative game!

We each took control of a separate hero.  Now, the monsters, scaling for the player count, come out twice as fast!

It was interesting to see how the cooperation unfolded.  Generally, each player is different enough and has very different cards that’s there’s not really much chance for Alpha Players.  The cooperation that happens in the beginning of the game is more coarse discussions about which sets of enemies to handle.  “I”ll go over there and deal with the enemies to the South, you deal with the enemies to the North”.

In the beginning stages of the game, the game is more multi-player solitaire as each player handles some part of the board.

As the bad guys get closer and closer to the homestead, some more cooperation unfolds as players may need to back each other up.  “Can you please get that stray bad guy for me?” “I suppose…Sure!”

There’s not tons of cooperation, but there is enough interaction as players talk and even lament the task ahead!

I got Grendel (one of the really big bads) later in the game, and it was good to have Teresa nearby so I could complain how hard he looks!

Generally, each player is very involved in their turn as they try to figure out how to activate all their abilities and cards and weapons.  It’s kind of cool in the later game just how many directions and how many options you have for killing bad guys!

In the end, the cooperative game was fun and engaging!  There was no real chance for the Alpha Player, but there was still some high-level cooperation (with a smidge of low-level cooperation in the later game).   Good times.

What I Liked

The shapes: The enemies of the same flavor are all the same shape (see above). This makes it VERY easy to see which types of enemies are which.  This is a small touch, but it really helps players quickly distinguish enemy types without having to squint.

Well-Labelled board:  In the same vein as the shapes, the board is well-labelled with a big font describing the enemies special abilities!  There’s no need to consult the rulebook … the rules are on the board!

Well-Labelled Enemies:  The enemies themselves are well-labelled: how much damage does the bad guy above do?  5 axes!  How many hit points?  6!  How many experience from killing it? 3!

The board is gorgeous:  I really like the art and how clean this board is.  It’s clear where mountains are, it’s clear where forests are, it’s clear where trails are, and the art just looks fabulous.

Upgrades Happen Quickly!  As you play, your hero very quickly gets new cards, upgraded abilities, and new weapons!   This allows the player to build something of an engine as they can use abilities to power other abilities to make stronger attacks!  The feeling of upgrade is strong and very fulfilling for a game that is only 30 minutes per player!

Easy to get to the table:  This game is very easy to get to the table.  There aren’t a ton of rules and the board is well-labelled, so it’s pretty easy to start into a game.

What I Didn’t Like

Dice and Randomness:  At the end of the day, all combat is decided by dice … and that can be frustrating when you are rolling badly.   There are some mitigation techniques, but generally you just hope you roll well enough.  I didn’t hate the dice, but I didn’t love them.  I guess they are a necessary evil to keep this game “interesting”.

The Character Art:  The Character art reminds us a lot of Red Dragon Inn … it has a cartoony vibe to it (see our review of Tales From Red Dragon Inn here).  My friend Teresa didn’t love the art; it wasn’t quite as good as Tales From Red Dragon Inn, and it was also a little inconsistent with the art on the board (which we loved).  I thought the art was ok, but the character art can be a little off-putting for some people?  Shrug?

Minis: I went out of my way to spend extra dollars to get the minis for the Legend monsters (see above) … and you almost never use them.  You may get a Legend monster in your game, or you may not.  I don’t think it was worth getting those extra minis, especially because I probably had to pay way too much for them because of the tariffs.

The Cover:  I didn’t love this cover.  I think if I saw this in a game store, I might pass it over.  But my friend Teresa said she liked it.  Art is in the eye of the beholder.

Conclusion

I liked Fate: Defenders of Grimheim.  The game is very easy to get out, very easy to explain, and very easy to play!  While playing, there are so many opportunities for upgrades and doing clever things with your weapons and abilities that make you feel smart!  The cooperation isn’t through the roof in this game, as most players are engaging in multi-player solitaire activities, but there is some interaction and cooperation (moreso in the later game).  I also don’t think you’ll really have to worry about the Alpha Player ruining your game, as each character is very different, causing each player to be very independent.

This game sits in a nice niche; it’s got enough meat-on-its-bones to be interesting, but easy enough to play quickly.  I think this would be a perfect cooperative game for a convention!  You can pull it out and quickly jump into it for engaging play!

I think the only reason I don’t adore this game is because the dice can be unforgiving … they can be a touch too random for me.  Still, I liked this solo: 7/10.  I’ll call the cooperative game 7.5/10, and I would point out that this would be great convention game where you can get strangers together and quickly playing a fun cooperative game!

Skytear Horde: Campaigns. Does it put the Pain in Campaign?

I have to be honest: Skytear Horde: Campaigns does put a little pain into the campaign.  But, knowing what the issues are before you get this game make it so you can work around them and enjoy this game as-is.  Although this is mostly a “review” of the Skytear Horde: Campaigns, it’s also of a guide of how to get the most enjoyment out of this if do you end up getting it.  At the risk of spoiling my review, I did like it and am keeping my copy but ONLY after making a few major notes.

Skytear Horde: Campaigns is a standalone expansion in the Skytear Horde series; this series of games are solo and 2-Player cooperative tower defense games. (There is nominally a 3-Player competitive game that we won’t be discussing; in our experience, it seems to be the least likely way to play)

The original base game of Skytear Horde was on Kickstarter waaaay back in January 2022, and delivered to me and other Kickstarter backers in February 2023.  See our original review here.  We did like it: it made the #5 spot on our Top 10 Solo Games of 2023!

The first expansion, a standalone expansion (meaning you can play it without the original game) was on Gamefound back in May 2023 and delivered in about a year.  See our review of Skytear Horde: Monoliths here.  It also made our Top 10 Solo Games of 2024!

This second and newest expansion is the Skytear Horde: Campaigns box above. It’s also a standalone expansion from Gamefound. It delivered in April 2025 after promising delivery in June 2025 (it delivered early!). My box is a little lack-luster because I backed at the Returning Players Deluxe pledge, which “expects” me to merge this in with the other two.

Let’s take a closer look!

Generic Unboxing

See above for scale with a Coke can: my Returning Players Deluxe box isn’t the best box. Again, I think it’s expected for me to merge all my cards into the original game.

This is a game all about cards.  There’s a little unboxing video you might consider watching (see above).  I watched a little bit of it.

There are just a ton of cards, some token sheets, and two booklets: A rulebook and a campaign book.

The cards look pretty great and they are consistent with the cards from the previous releases.

The Rulebook

This rulebook is both blessing and curse.

This rulebook does great on The Chair Test, opening up easily across two pages, laying flat, being readable, and no real overhang over the edges.  This gets about an A- on the The Chair Test! It’s not an A because the font could be a little bigger, especially considering how much whitespace there is.  Still, great!

These Component pages are fantastic! I forgoed (forewent?) the card video because I wanted to handle and open all the cards myself.  These two pages where GREAT for describing how to open up and sort all the cards.   The card deck (types) even had little annotations, along with a little summary!  Very useful!

The set-up was good: it is on exactly two pages without needing going to cross to another page. See above.

The rest of the rulebook was pretty good; and it had better be.  This is the third Skytear Horde: they should know how to explain it by now!  They even note “new rules” with a sideline bar: great job!  To be fair, there’s not “that many” new rules in this set.  Note the bottom right of page 11 (above) has a new rule.

It doesn’t have an Index (boooo), but I’ll forgive it because it has a very good Glossary of keywords in the back.

It also ends with a bang and has some other common keywords on the back.

Seriously, for the base game, this is the best rulebook so far for this series.    Great Components, good Set-Up, good rules, good Glossary, good back cover.  This is why it’s a blessing.

But why is this rulebook a curse as well?  Be patient; we’ll get there.

Cards

I want to talk a little about the cards.   They do a really nice job in general.

The cards are labelled with what set they come from, even if it’s a little hard to read: see above!  The Campaigns cards are marked with CAM.  I suppose I appreciate that the labels are pretty well out of the way (so they don’t interfere with gameplay), but I  really struggled to read that text! I ended up getting my phone out and zooming in on these!  When I needed to sort the cards back into their respective decks, it was a challenge!   Here’s another blessing and curse: the labels being out of the way mean they don’t interfere with play! That’s a blessing!  But sorting them is a curse because it’s a little hard to read.

Maybe those teeny labels doesn’t bother you because you like to put everything in the main box and you don’t really care which set it came from.  I like to keep my sets separated, so it did bother me.  I suspect I am in the minority.

I mean, these cards look great.  The art on them is amazing: see above.  

Gameplay

This is a solo, 2-Player cooperative (or 3-Player competitive) tower defense/lane battling game.  Players play cards to the lane to fight the bad guys and protect their castle! 

There is a very nice description of win/lose conditions at front of the rulebook: see above.

There’s a lot more discussion about gameplay in many other sources, including our previous reviews. If you know what Skytear Horde is, the expansion part of this game should feel very familiar to you.

Solo Play: No Campaign (yet)

First and foremost, the Skytear Horde games are solo games.  There are some annotations in the rules (like one paragraph) describing how to play 2-Player cooperative.  Everything else about this game screams “I am a solo game!”

This is a true solo game: the solo player takes  control of a single Alliance faction (Two players would each take a different faction and play them separately).   See above as I take control of the Blue Order faction.

The rules suggest you DO NOT jump into this as a campaign!  The rules “recommend playing only after you have played a few one-off games”.   So, using only the content from this standalone expansion, I ended up playing about 4 one-off games to get back into the flow.  I am embarrassed how much I had to relearn to play again!

As a straight-up standalone expansion you can play, Skytear Horde: Campaigns did a great job.  Even if you never use the campaigns material, there are 4 new Alliance decks, 3 new Hordes (bad-guy decks), 6 new castles and some new Portals.  If you like Skytear Horde, this is just more stuff and you will like it.  If you didn’t like Skytear Horde, this probably won’t change your mind (but see below). The game still feels fun and I still had fun playing the new Alliance and Horde decks.  

As always, this game works great solo.  I fully expect this to make my Top 10 Solo Games of 2025!

The Campaign: The Curse

The campaign has many problems to work through.  To start off, there are two glaring errors that undermine the confidence of the campaign section right away. 

The first is that the page numbers are just wrong.  The Renegade campaign is supposed to be on page 6, but it’s on page 4.  Granted, this isn’t a big thing, but it really undermines the confidence if they can’t even get the page numbers right.

The second issue is the mislabelling of the new Blue Alliance cards.  

The rulebook calls the new Blue Alliance cards “Liothan Zealots” … 

… but the Campaign page labels them as Order?  I went spare trying to find the Order group, but then I think they just meant all the new Blue Alliance cards from Skytear Horde: Campaigns? I think?

It’s a little confusing because a lot of the new Alliance cards (see above) have different subtype: see above.  Some have Order, some don’t?  If I JUST go back and look at the directions for building your first campaign deck, I am supposed to have 18 cards, and that includes the 4 different subtypes above.   After putting this all together, I *think* that these are supposed to be the Liothan Zealots (as labelled in the rulebook), and the Order indicated by the campaign book is wrong: I think that’s supposed to Zealots.  I think.

These two mistakes really undermined my confidence in the campaigns as I started into them. I wasted too much time just trying to understand what Alliance deck I was supposed to use.

Understanding the Campaign Differences

I am going to tell you this right away because it took a while for me to figure out: there are TWO types of campaigns in this game, and they are not well distinguished.  

The first is what I’ll call Generic Campaign Mode: this is the type of campaign described on pages 20 and 21 of the main rulebook: see above.

The second type of campaign is the Thematic Campaign, as described on page 2 of the Campaign book (see above).

The rules as described by the Generic Campaign are different from the Thematic Campaign, and it’s very confusing.  But the Thematic Campaign still follows most of the rules of the Generic Campaign.  Confused? I was!

The Generic Campaign has you play 4 games, using 4 different Scenario cards.  See rules above … can you tell that all those scenario cards are different?

The Thematic Campaign has you use two Scenario cards twice!  It’s really hard to tell this difference!  Even though the pictures DO SHOW this difference (see above), they are so small it’s hard to tell unless you are looking at them with your phone (see below)!

See me noticing!  “Oh! We use the same 2 Scenario cards twice in the Thematic Campaign!”

See the Two Scenario cards I used for my first Thematic Campaign!

I really didn’t feel like this distinction was clear!  I think you probably want your first game to be one of the simpler and more flavorful Thematic Campaigns!  

Another thing that’s very confusing .. “What’s the text in the campaign book for the Thematic Campaigns?”  Is this a choose-your-own-adventure?  Is this a branching campaign?  Nope!  Everything in the campaign book for Thematic Campaign is JUST flavor text!  The text nodes are referenced by the campaign cards: see above. Honestly, you actually never have to even LOOK at the two pages of your campaign … it’s just flavor!  I was actually a little dejected by this … I was hoping for something more from the two pages! And I usually like flavor text!

Be aware that the rulebook describes the Generic Campaign, but the campaign book is for the Thematic Campaign, and it has slightly different rules! Most importantly, you only use 2 Scenario cards!

Sure, it’s all there, but I lost at least an hour of my life trying to rectify the rules of the Generic Campaign vs the rules of the Thematic Campaign.  The rules of page 20 and 21 describe the rules of the Generic Campaign, and the rules from the Campaign book describe some of the differences for the Thematic Campaign.

If I had done this rulebook, I would have done things differently: I would have described the rules for the Thematic Campaign first as the main type (pages 20 and 21), then added rules for the Generic Campaign afterwards:

THIS IS WHAT THEY SHOULD HAVE DONE:
Play the Thematic Campaigns first! There are tons in the Campaign book! They have tons of flavor text, if you like that!!! And even when you are all done, you can still keep playing!  The rules for the Generic Campaign are described on the next page!”

But that’s not what they did.  

Hopefully, this helps you get over the Campaign hump easier.  This is why I think the rulebook is also a curse: the campaigns are not described well. It’s all there, but you gotta work for it.  Maybe now it will be easier for you being forewarned?

Solo Thematic Campaign

I want to be clear, once I got over the hump of understanding the campaign rules, I had fun! Basically the campaign is 4 games: the first game is a simple game with only the introductory 20 Alliance cards (a simple deck) where you ONLY have to destroy the portal! Your first game in a campaign is pretty quick and simple.

Between games of campaigns, you can spend gold to buy more cards!   Well, there’s a little more to it than that (as you spend/lose gold based on the campaign cards) ..

Basically, you perform the actions on the Scenario card you are on (see above), including spending/getting gold: see above for two Scenario cards.

Games 2 and 3 of the Campaign, you fight the bad guys on the back of the Scenario cards! See above as the Devotee wins game 3 of the Campaign!

In Game 4, you fight the Outsider to win!  By the time you make it to Game 4, you have bought “pretty much” a full deck (mostly the same 40 cards as the normal one-shot games).  The difference is, you feel like you “earned” your deck!  You also feel like you know your deck that much better!  You’ve had to make choices of which cards to buy, and you just feel more invested in the campaign!

The Thematic Campaign might be my favorite way to play Skytear Horde!  Granted a Thematic Campaign game is about 4x longer than a normal … you’d think it’d be shorter, but the time you gain from the shorter games of 1, 2, and 3, you lose in set-up and between rounds doing card-buying. So, why do I like this way? You feel like you get to know your deck better, it’s fun to make choices about which cards you buy for the next game, and it’s neat to have some thematic text between games!  

I actually liked the Thematic Campaigns mode so much, I wanted to try an experiment: what if I TAUGHT my friends the game using the Campaign?

An Experiment: Teaching the Game Using The Campaign

So, even though the game suggests you only play the campaign AFTER you’ve played the one-shot game, I conducted an experiment: I taught the my friends the 2-Player cooperative game using the campaign; The Thematic Campaign!

Short answer: this worked fabulously.  I stayed out of the game, being “the rules guy” and just explained the game to them.  I set everything up (which is quite a bit of work for the Thematic Campaign), and explained the rules.

Why do I think this method worked so well as an intro game? Well, the first game is over quickly (you just have to destroy a portal), but the players get a taste of the system: they feel they understand just enough, as there are only 20 cards to learn.   Compare that to the full one-shot game of 40 cards you-don’t-know, and it’s a bit of a slog for newbies!  That first campaign game is quick and easy and gets you into the system!  

THEN, after your first game, you get to buy some new cards for you deck!  The players have to make choices, so they have to read “a few of their cards”. … but not all of them!  Just a few to buy for their next game!  So, this works great as it incrementally teaches the cards!  And players feel invested in their deck a little because THEY HAVE MADE THE BUY CHOICES.

And then the games get slower harder, building the confidence of the players, but still having deck advancement at the end of each game!

By the time the players have gotten to game 4 against “the big bad”, they are all in!  They have seen the game mechanisms in simplified form, they have built confidence in themselves and their deck, they have made choices about how their deck is built, and they have invested in the game!  THIS is the way to teach Skytear Horde!

But the method ONLY works because my friends had a “rules guy” (me) explain the game and mechanisms to them,  and set it up (the set-up is not trivial). I do NOT think the campaign would be a good way to teach someone coming in with no mentor; this method only works (currently) with a shepherd to guide the players.

Did this method work?  My friend Sara told me afterwords: “I don’t think I would liked this game if you just threw me into the one-shot game!  Slowly building my confidence really helped me enjoy the game!”

A Missed Opportunity

My experience with the teaching campaign has me thinking: this is a missed opportunity.   If the Skytear Horde: Campaigns had included a “First Play” book which CLEARLY guided the player(s) through a campaign with CLEAR instructions, this would be the Skytear Horde I would recommend to beginners!  (I emphasize CLEAR because it would be imperative for someone who really knows how to write and teach to do that “First Play” book: my confidence in the designers wavers after all my problems in the campaigns sections) .  For all the reasons I outlined in the section above, I think this should be the way to learn the game!

Unfortunately, I cannot recommend the Campaigns mode for the self-teachers until you get over the hump of learning the game and slogging though the terrible Campaigns documentation.  Which is sad, because the Campaigns mode SHOULD be the way to teach newbies the game.

Cooperative Mode

And, after all is said and done, teaching the game with the The Thematic Campaign had the side effect of helping us enjoy the 2-Player cooperative mode that much more (which we didn’t as much in the last iteration with Skytear Horde: Monolithssee review here).  Yes, it’s still fairly multiplayer solo, but my friends seems to enjoy the co-operation they did have (deciding which lanes to inhabit, which monsters to fight, etc).

What Have We Learned?

One) If you like Skytear Horde, you’ll like this.  As an expansion, it’s more of the same, in a good way.  See above.

Two) The rulebook for the base game in Skytear Horde: Campaigns is the best iteration  of the rulebook so far and it’s pretty darn good. See above.  Well, it’s good before we get to pages 20 and 21…

Three) The rule section for campaigns is terrible and you will struggle with it until you figure out there are two modes: Thematic Campaigns and Generic Campaigns.  See above.

Four) The text in the Campaign book is only for Thematic Campaigns, and it’s really only flavor text; there’s no branching narrative or anything.  You almost don’t need the campaign Book except for pages 2 and 3. See above for some flavor text for the first campaign.

Five) The Thematic Campaigns can be the best way to teach Skytear Horde, but only if you have a good shepherd who understands everything already.  There really should be a well-written and clear First Play Guide to teach newbies Skytear Horde using the Thematic Campaigns mode. This is a huge missed opportunity.

Six) I recommend putting a note in your Fight Phase page to remind yourself that you draw Alliance cards if you kill a non-token monster: see above as I did!!  The rule is documented on page 9, but you can easily miss it (because it’s not in the main flow: it’s in a parenthetical box: see below). And it’s such an important rule (and one I embarrassingly forgot in my first game), I think you need to re-emphasize it on the Fight Phase!  

Conclusion

I liked Skytear Horde: Campaigns, and it’s staying in my collection.  As a straight-up expansion to the Skytear Horde system, this is a fine expansion giving you more stuff.  The Campaigns mode has terrible documentation, but once you get through it, The Thematic Campaigns are my favorite way to play Skytear Horde now.

Just be aware of all the issues we discovered while playing; hopefully that will be enough to help you enjoy this more if you decide to get it.