Board Game Reviews
In our CO₂: Second Chance review, we take a look at a game from Vital Lacerda and Stronghold Games about controlling the planet's pollution levels. The post CO₂: Second Chance Review appeared first on Co-op Board Games.
Stats: No. of players: 2-4 Amount of time to play: 45-60 min Age requirements: 14+ Set-up time: minimal War Chest is a tactical, area control, bag-building game. Each player uses unique units to control the battlefield and win. War Chest Rules Description: War Chest has 16 different units with different abilities. You can draft units, deal them out randomly, or use predetermined teams. In a two-player game you start with four units, which have four or five chips. In a four-player game each player gets three units. The game ends once one player (or team) places all their control tokens on the board. It is a hex based board and there are specific hexes where you can place your control tokens. You start the game by putting two chips of every unit plus your royal coin into your bag. After mixing them up, you draw three of chips. Initiative is determined randomly. On your turn you play one of the chips you pulled from the bag. They can be played face-up or face-down, on the board or in your discard area. How
In our Tiny Epic Zombies review, we take a look at a horror game in which humans are trying to kill zombies and complete objectives. The post Tiny Epic Zombies Review appeared first on Co-op Board Games.
Stats: No. of players: 2-4 Amount of time to play: 30 min Age requirements: 14+ Set-up time: 5 min Critical Mass is a mech combat game. You must out guess your opponent as you both play cards to attack, dodge, and upgrade your mechs. Critical Mass Review Rules Description: You start Critical Mass with a bit of deck construction. Each mech starts with a hand of their Tech 1 cards. They also add one of their Tech 2 cards into their hand. The rest of their Tech 2 and Tech 3 cards go into their Deactivated pile. You also place the gray cubes into the slots on your player board. These cubes represent your mech’s health. Each turn you play a card from your hand face-down. When everyone is ready you reveal the played cards and resolve them. Every card has a speed and cards with a higher speed resolve first. Attack cards also have a damage value. If you damage your opponent they are Disrupted and their card does not resolve. If all cards have the same speed they resolve simultaneously. Usually more powerful we
Stats: No. of players: 1-7 Amount of time to play: 90 min Age requirements: 12+ Set-up time: 5 min The Captain is Dead is a sci-fi themed cooperative board game. Aliens have attacked your ship, the captain has been killed, and now you need to fix the jump drive to avoid imminent death. The Captain is Dead Rules Description: You start The Captain is Dead by getting a role and some skill cards. Skill cards are used to do things on the ship, like fix things, fire torpedoes, or research upgrades. Your role determines the play order, gives you a special ability, a few starting skills and the number of actions you get on your turn. You win by fixing the jump drive. But you lose if your shields drop to 0%, too many aliens are on the ship or getting to the end of the alert deck. On your turn you can take an action to kill an alien in your space, move up to two spaces, give or take a skill card from another player on your space, or use the action of your current space. Some systems on the ship make these action
In our Just One review, we take a look at a cooperative party game from Ludovic Roudy, Bruno Sautter, and Repos Production. The post Just One Review appeared first on Co-op Board Games.
In our Palm Island review, we take a look at a resource management card game from Jon Mietling and Portal Dragon. The post Palm Island Review appeared first on Co-op Board Games.
In our MacGyver: The Escape Room Game review, we take a look at an escape room game from Pressman Toy Corporation The post MacGyver: The Escape Room Game Review appeared first on Co-op Board Games.
Stats: No. of players: 2-4 Amount of time to play: 20-30 min Age requirements: 12+ Set-up time: minimal Hero Realms is a fantasy-themed, deckbuilding card game. You build your deck while trying to defeat your opponent. Hero Realms Rules Description: Hero Realms is closely related with Star Realms. It is not a straight reskin of the game, but they do share many similar mechanics. You start Hero Realms with 10 starter cards and 50 health. On your turn you draw five cards and play them in any order. You total all your gold and combat played for the turn. Gold is spent to buy cards from the market and combat damages your opponent. Bought cards go into your discard pile. Once you finish it is your opponent’s turn. This goes on until someone loses all their health. Some cards get you actions. They may be used once per turn. They might replenish your health, force your opponent to discard a card, or let you draw a card. You may also gain Champions. Unlike other cards Champions stay in front of you until your
Stats: No. of players: 2-5 Amount of time to play: 45-60 min Age requirements: 14+ Set-up time: minimal Space Base is a dice rolling, engine-building game. You need to score 40 victory points first to win. Space Base Rules Description: All players start Space Base with a set group of ships numbered one to twelve. You earn gold to buy ships or outposts that replace your starting ships. Any ship that is replaced is flipped over and stuck under your player board. On each player’s turn they roll two six-sided dice. Then all players can assign the sum or each individual die to their ships. One your turn you use the ships on your player board. On other people’s turns you use the ships tucked under your player board. Most ships get you gold, income or VPs. But some have special abilities. When you buy ships they can be of three different levels. Ships in level one are the cheapest and least powerful. The higher level ships get you better things but are more expensive. A ship’s special ability can let you incr
Stats: No. of players: 1-4 Amount of time to play: 30-60 min per quest Age requirements: 14+ Set-up time: 5 min Heroes of Terrinoth is a cooperative, adventure card game. You and up to four friends must play together to best eight deadly quests and save the realm. Heroes of Terrinoth Rules Description: You begin Heroes of Terrinoth by setting up the enemy, location and exploration decks. The cards used in these decks will vary based on the Quest you are playing. Each Quest also has a nemesis. You will need to get their card and place them next to the Quest card. To complete set up you put the peril token on the Quest card, spawn starting enemies, and choose your hero. Every round is made up of four phases, the hero, enemy, peril and travel phases. During the hero phase, starting with the party leader and going clockwise the heroes activate. Your hero has four cards they can use to attack, aid, explore, or rest. You roll dice based on your activated card to see how well you succeed at the action. You mus
In our Choose Your Own Adventure: House of Danger review, we look at a card game from Z-Man Games based on the very popular book of the same name. The post Choose Your Own Adventure: House of Danger Review appeared first on Co-op Board Games.
In our Raxxon review, we take a look at a cooperative zombie-themed cooperative card game from J. Arthur Ellis and Plaid Hat Games. The post Raxxon Review appeared first on Co-op Board Games.
Stats: No. of players: 4-8 Amount of time to play: 30-60 min Age requirements: 10+ Set-up time: 5 min Decrypto is a puzzle-solving, word game for two teams. You must give clues that relate to three of your four keywords without revealing those four keywords. Decrypto Rules Description: Each team starts Decrypto with four keywords that only their team can see. Every round one player from each team draws a code card. The card will have a sequence of three numbers between one and four. That player must write down a clue that relates to the corresponding numbered keyword. These clues are read aloud and the opposing team writes them on their sheet. Then each team guesses which clue goes with the corresponding keyword. If the team misses their own clues they get a miscommunication token. If the opposing team guesses your code they get an interception token. If either team gets two miscommunication tokens or two interception tokens the game ends. The team with two miscommunication tokens loses or the team with
In our Thanos Rising review, we take a look at a cooperative dice and card game from Andrew Wolf and USAopoly. The post Thanos Rising Review appeared first on Co-op Board Games.