Key to the KingdomÂ
A âwhirlpool of funâ, indeed. We went ahead and filmed our first play of this âclassicâ, so keep an eye out for the video soon.
"I'm Dorothy Gale from Kansas"

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Kiana Khansmith
đ
Sweet Seals For You, Always
Keni
Fai_Ryy

romaâ

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The Bright Sessions
Mike Driver
taylor price
art blog(derogatory)

blake kathryn
tumblr dot com
The Stonewall Inn
Cosimo Galluzzi
The Bowery Presents
h
noise dept.
seen from United States
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@overly-critical-gamers
Key to the KingdomÂ
A âwhirlpool of funâ, indeed. We went ahead and filmed our first play of this âclassicâ, so keep an eye out for the video soon.
Bermuda TriangleÂ
A game about placing your fate in the hands of a plastic spinner that dictates the movement of a rotating magnetic cloud. Also, there are bananas.
Stone AgeÂ
Agricola was the first worker placement game I played and I remember almost nothing about the experience other than not doing well. Probably a year or so later I actually started playing games and Stone Age was among that early batch I encountered. Itâs stuck with me as being one of my favorites.
Youâll be controlling a small tribe trying to survive and thrive by foraging for food, harvesting wood, mining clay/stone/gold, building huts, improving tools, studying agriculture, and reproducing. Players take turns deciding where to place their tribespeople, which is important because there are only so many slots available. In the case of acquiring resources, the more people you send to complete a task, the more likely youâll return worthwhile rewards. For every meeple located in a space, youâll add one die to the leather cup, then youâll shake the cup and roll the dice. You divide the sum of the dice by a number related to the difficulty of acquiring that resource to determine how much you get (for food, you would divide your total by two and get that much food; for gold, youâd divide your total by six). This gives the game an interesting element of gambling where you could get lucky and harvest a stone or gold with just a single worker...but itâs unlikely and youâre better off playing it safe. Then again, sometimes you send four guys out to collect wood and they only come back with one log. Thatâs where the tools come in handy - they can be used to add modifiers to your results when necessary.
At the end of every round, you have to feed your tribe or suffer a penalty in points. This is a part of the game that gets a little thematically bizarre because you can spend resources instead of food to feed your people or you can just not feed them and lose points. Iâve played some games online where Iâve seen players completely ignore food the whole game because they preferred to apply their workforce to other endeavors. The other element to this is that you want more workers so you can do more things, but you have to feed those tribespeople as you reproduce...so itâs a game of choosing how to balance those things. Agriculture is handy because it automatically feeds more workers the higher you go up the track.
So you gather resources to contribute to the cost of building huts for points - pretty straightforward stuff, though there are huts that provide a variance in points depending on which resources are used to build them and how many, which is interesting because you could just build a bunch of cheap huts with wood trying to rush the game to a conclusion before other players have time to react (the game ends either when one of three hut piles is exhausted or the deck of cards runs out). Resources can also be spent on cards, which do all kinds of things like giving everyone resources or providing additional tools or agriculture...but the main thing going on with the cards is a set collection mechanic where youâll get points at the end for building a set of relics and/or youâll get multipliers for the various other things you can be doing in the game (like acquiring multipliers that give you more points based on how far you go up the agriculture track or how many tools you have, etc.).
I think thereâs a lot to like here. Thereâs plenty of variance in strategy and the game feels different depending on who you play it with. Some people really want to reproduce all the time, so if they keep blocking that out youâll have to do other things like focus on agriculture or finding a good combo in the cards. The art is attractive, the components are good (though you can see in the pictures here that we swapped out the resources with slightly upgraded versions from the Stonemaier resource kits), the leather cup smells like some kind of sweaty animal...what more could you want from a game?
Thereâs also an expansion that adds trading where you can use teeth acquired during hunting to swap out for other goods. Itâs a bit annoying that this expansion comes on a partial board that you use to cover up part of the base gameâs board - the result is a bit clumsy, so if anybody feels inclined to produce a single-piece board or mat that incorporates the expansion, I would be interested for sure.
This is a great game and a strong contender for one of the best to use when you want to introduce the concepts of worker placement to someone whoâs just getting into gaming. Theyâve even put out a kid-friendly version that might be a fun way to help kids learn multiplication and division. Pretty cool stuff all around.
8.5 out of 10.
- Sean
FaunaÂ
Friedemann Friese is probably best known for Power Grid, a game about German efficiency and constantly trying to outmath your competitors. To me, Fauna feels like almost the opposite experience as a lighthearted family game where youâll be betting on how little you and everyone else knows about animal trivia.
The game comes with a map of the planet, some cubes, and a box of large format cards. The cards are held in the box so that they conceal the information on the bottom half. A round works like this: players will look at the next card in the box (again, only seeing the top half of the card), which tells them the name of an animal, shows an illustration, then gives you some categories like # of areas, weight, length, height, or tail length. Players take turns putting down cubes guessing those values, passing when they donât think they know any more or they run out of cubes. Correct guesses earn a player points; nearby guesses earn fewer points; incorrect guesses cost that player a cube (so they canât make as many guesses in future turns). Everybody does get one of their lost cubes back at the end of each round though (and you can never go below three cubes), so itâs not like a player elimination mechanic. You do always have to place at least one cube in a round.
Itâs simple but effective. Youâll see an illustration and everyone will look at that animal and think...âUh, I guess itâs tail looks like itâs probably about six inches long?â, so somebody puts a cube there, then the next player puts their cube next to that cube to at least get adjacency points, then the following player puts their cube on the other side of the first cube...then once everything is revealed it turns out the first player was way off and all three players lose their cubes. So thereâs an element of trying to gauge how confident someone is in their knowledge and whether or not you should follow their lead, much like Wits & Wagers. There are occasional rounds where nobody seems confident about anything, so everybody does their one cube requirement and quickly passes. The scoring for locations on the map scales based on how many locations that animal is in, so a common fish gives you few points for getting a correct guess while a rare bird gives many for guessing its one or two spots on the board.
There are a lot of cards in the game, so I donât think replayability will be an issue unless you play this literally all the time. If it does get to the point where you somehow know everything, then pat yourself on the back for learning a bunch of animal statistics and then gift your copy to someone whoâs just getting into games because itâs a great entry-level wagering game.
7 out of 10.
- Sean
GranadaÂ
If youâve ever played Alhambra but wished the tiles were double-sided for some reason, then maybe this is the game for you?
Age of SteamÂ
Trains! Train games are an entire subset of board games that we donât cover much here because, well, in general weâre not the target audience for this style of game. They tend to emphasize heavy economic strategy, longterm planning, and the kind of cutthroat, âmake the most money and crush everyone else in the processâ mentality that we often associate with distasteful games of the past like Monopoly. Iâm not saying competitive games are bad, but I generally try to avoid playing a three hour game where you can most definitely lose thanks to poor choices made in the first couple turns, ESPECIALLY if that game also has player elimination.
Age of Steam is the first in a trilogy of train games by Martin Wallace that at one time were all in the top 100 board games and all feature variations on similar mechanics. Plenty of gamers out there have taken the time to explain the differences between the three, so my comments are definitely not going to reach the level of depth you might find elsewhere on the subject. My takeaway is that Age of Steam is the least attractive of the three, but has the most flexibility in terms of expansion maps simply because itâs been around the longest. If I had to recommend one of the three to somebody, Iâd probably say Railways of the World would be my pick, as long as you find a later copy with better color contrast on the board.
Primarily whatâs going on here is youâll take out loans so that youâll have the operating cash to lay down tracks and build a pick up and deliver train network, upgrading your trains along the way to improve efficiency and maximize profits. To me, this feels like doing taxes. You have all the information in front of you, lots of numbers to process, and once you get over the hump of dealing with the bulk of data on the table, it suddenly smooths out and just becomes a sort of automated operation. So the game has this extended setup as you fill the board with a bunch of cubes and city tiles, then thereâs also this side board that shows you where each type of cube might end up eventually...and at that point before the first turn even begins, the optimal thing to do is to plan out literally every move for the rest of the game. Obviously you donât have to plan ahead, but if one person takes the time to do this, then they will probably win the game. I chose not to make any plans because I donât enjoy that kind of play, but the guy who owned the game spent Iâm pretty sure about 45 minutes just looking at the board and not speaking to anyone because he was deciding what he was going to do for the next three hours. Thrilling. He did end up winning, but I landed a not-too-distant second, which I was satisfied with considering I made it my goal to just not go bankrupt during the game. One of the other players realized about halfway through that he had no chance of paying back his loans, so he heavily overborrowed and eliminated himself. The other barely squeaked by at the end of the game, spending all his turns trying to just stay in the black.
So I mean, that kind of game obviously appeals to somebody considering how highly ranked this series is. Top 100 though? Not a chance. The game is mechanically solid and rewards players who choose to invest themselves in it, but I absolutely donât want to play it again. That steep curve at the start where everything is a struggle feels like a mental chore more than a leisure activity. Then if you did well it turns around and youâre suddenly making plenty of funds and itâs not exciting because thereâs not enough of a challenge.
I was happy to have this experience for a frame of reference to compare against other games, so I give this a 5.5 out of 10. I think the majority of casual gamers will not want to put up with this kind of game, but this definitely caters to a niche that is perfectly happy with what this brings to the table. Good for them.
- Sean
Die Pyramiden des JaguarÂ
A two player German card game about...uh...the rules say something about explorers competing to build jaguar pyramids. So there you go.
VinhosÂ
We take a look at the Z-Man edition of this generally well-respected game about producing wine in Portugal and bribing officials with said wine for favors.
Teenage Mutant Ninja Turtles: Pizza Power GameÂ
Turtle Power! Pizza! Plastic seesaws! This game has all of these things.
The Thing: Infection at Outpost 31Â
If you wanted a board game with Wilford Brimley miniature in it, this is pretty much your go-to option. Check out this social deduction game based on the film from the â80s.
GranadaÂ
Itâs like Alhambra, but not. Weâre making a video for this, so that will get uploaded in the future and weâll make our comparisons then.
Bermuda TriangleÂ
Oh yeah. This game is pretty much everything youâd expect it to be based on just looking at the box. We shot a video for this one, so keep an eye out for that in the future.
WeiĂ Schwarz
One day I was at a local game night and this guy wanted to play this Japanese CCG heâd brought with him. Normally Iâd frown upon learning a two player CCG in that kind of environment, but everyone else was taking off and I was willing to give it a shot.
Pronounced something like âvice shivarceâ, it means âWhite Blackâ. Thrilling. Youâll also note I mentioned itâs a Japanese game despite it having a German name. The cards for any given set are split between two teams and I was told that the White side typically includes âcuteâ characters while the Black side has âcoolâ characters. This is a strange thematic setup for your CCG when such games are typically singular in subject matter and focus on a particular IP; WeiĂ Schwarz is built around being able to integrate cards from various anime (and occasionally video game) series, allowing you to pair up your favorite characters from Persona, Disgaea, Monogatari, and Sword Art Online (as long as you donât mix the cool and cute characters up). There are actually...a lot of different series available for this system if you go check out the English fan translation site: http://www.heartofthecards.com.
Iâm not sure Iâd do a great job of explaining how the game works. Youâre having a cute vs cool duel with another player to see which is the more ultimate force: cuteness or coolness. Both players start at level zero and the goal of the game is to make the other player hit level four and lose. When a player takes damage, they add cards to their clock and every seven cards in the clock make you level up. When you level up, you can play stronger cards, but youâre closer to being eliminated. You play characters into a field in front of you, three in a front row and two in back; cards in the front will attack the other player and/or their characters while cards in the back support front cards. Thereâs a lot going on in terms of managing the position of your characters, the cards in your hand, the cards you put into your clock, but the basic flow of the game is draw cards, play cards, maybe discard cards to boost stuff, etc.
I think this game is about as complicated as any text-heavy card game and any new player will be a bit overwhelmed by it all, not knowing what things combo well together until theyâve seen a good chunk of their deck. Realistically though, I played some Magic: The Gathering when I was a teen and I donât think this is any more complicated than that. If youâre into the idea of an anime crossover card game and really want to invest yourself into the system, it plays fluidly and feels solid enough. The collectible aspect of the game is probably going to eat a huge hole in your wallet if youâre not careful, but fan translated cards are available for home printing if you just want to build a few decks for casual play. I didnât feel compelled to delve deeper into this game, but CCG/TCG/LCGs arenât typically my thing.
5.5 out of 10.
- Sean
Catan Histories: Merchants of EuropeÂ
When I first started acquiring games, I remember generally being interested in grabbing things in the Catan universe because I had played the original game early on and thought it was reasonably solid, so I figured others in the franchise might follow suit and be worth checking out. Fast forward four years where weâve built up a large collection of games and find ourselves often asking what a particular game brings to the table that makes it worthy of our attention. As time goes on, Iâm finding fewer reasons to hold on to anything Catan-related.
Most games in the franchise follow the same mechanics of setting up some kind of stake in various resources to acquire those resources when they randomly get produced and then using those resources to expand your empire (and sometimes youâre encouraged to trade sheep with somebody). If youâve played The Settlers of Catan, then Merchants of Europe will feel familiar but not quite the same. The first big change is the board instead of modular tiles - I think in general this automatically means that Catan will have more replayability, but some of the resource numbers are randomized so it might not necessarily be the case. The next big change is the objective - this isnât a race to get a number of victory points but instead you have to build all your trading posts so you can deliver all your goods to other playersâ trading posts to win...and you need to build merchants to build trading posts...and build caravans to deliver the goods...and roads for the caravans to travel on.
So itâs a lot of gathering the resources you need for one thing to do the next thing and starting that process over again and again. Ideally you get your trading posts set up at the locations where youâll be able to regularly acquire the resources you want, but youâre at the mercy of random chance as well as competition with the other players for space. You can expand west to get away from the other players for better freedom in resource selection, but then you need to build roads back to their trading posts to deliver your goods later on. At least thereâs this thing where you get gold whenever you donât acquire a resource on a turn and two gold can be exchanged for a single resource, so if the dice are terrible to you over and over, you arenât at a complete loss. Another potentially obnoxious thing that can happen is that as players expand to the west, they can pull resource number tokens off of older hexes if the pool of number tokens for that resource has been exhausted. This means that you may suddenly find yourself unable to produce what you need because someone took your token away and you either need to build on a strategy of codependency, building your trading posts adjacent to everyone elseâs to minimize risk of players wanting to sabotage your plans...or you need to anticipate that your production will get hampered this way and constantly expand at the cost of resources.
I would not recommend this game to anyone. It felt slower and more predictable than Catan and didnât seem to encourage any kind of bold strategics - it basically punishes you if you stray too far from the pack and asks you to kindly wait for others to catch up to you. You need to use other playersâ roads at some point to get your caravans where they want to go, but you have to pay other players for the privilege to use their roads...and this often leads to a lot of players just generally looking for ways around paying those tolls or offering to pay one player over another by encouraging them to build roads in similar locations. Some of these elements are present in standard Catan for sure, but this game seemed to amplify the spite factor for some reason...and the result is that everyone walks away unhappy.
It is playable and Iâm sure somebody out there probably would like this game, but I canât think of anyone I know who would, so Iâm going to give it a 4 out of 10 for being functional but dry and unsatisfying.
- Sean
The Dutch Golden AgeÂ
This is an odd one that hails from that early wave of clearance games I bought when I was interested in playing pretty much whatever I could get my hands on. We tried to play a two player game (even though it explicitly states it needs at least three) and were baffled by it, put it back on the shelf and ignored it for years. The side of the box has that long edge with the stern colonist glaring at you, so it was impossible to forget about - itâs just hard to convince three or four people to play a game about The Dutch Golden Age.
So I pulled this back out in an effort to test it and clear up some space if it proved to be lacking. Instead, it felt like a reasonably solid game. The goal is to pull together 33 points (yes, you read that correctly), which can be done in a variety of ways. The board is made up of color-coded regions and a corresponding guild track - you jockey for position on the track and place men in the regions in order to take actions associated with those regions.
Yellow lets you draw from the investment deck - youâll get a random card with a value of one, two, or three and at any time you can trade sets of those (so a single one, two twos, or three threes) for 5, 12, or 20 guilders (coins). This can be a frustrating gamble because you pay three coins to take the action of drawing a card, so you could potentially sink 9 coins without getting any returns if you have poor luck in the draw.
Brown lets you commission Rembrandt to make paintings worth points. Iâm mostly convinced this action is terrible because you can only commit one coin to a painting at a time and I think there are just more efficient ways to earn points.
Blue lets you buy colony cards - this is a set collection thing where you need three different types of cards to trade in so you can establish a colony. Having a colony allows you to deal in spices, which is the orange deck. The orange cards are better versions of the yellow cards.
Grey gives you culture cards, which are an assortment of things worth flat points, dice cards that let you determine a die roll one time, a claim card for a specific province that gives you income whenever the king pawn lands on that space, and a mix of the other types of cards.
Green allows you to create more men on the board and you want to get three men in a region to place an influence marker in that area so you can take any of the special actions mentioned above.
A player gets one special action per turn, but they can choose to auction that actionâs privilege off for income. This is interesting because the player that wins the auction then gets to take that action without paying any additional costs, so itâs possible you could get a great deal on something that would normally cost more OR you might have to pay extra for an action you really need, especially if others know you need that action.
Thereâs also the guild track where you pay an amount to get into that colored guild to have the privilege to take the action, but other players can pay more to overtake your guild position (whereas influence markers are permanent and limited to one player per region). So thereâs a timing aspect to when to invest in the guilds.
The other thing that happens at the start of every turn is the king pawn is moved on this track around the board. The spaces correspond to the regions and everyone who has a pawn in those regions gets one coin per pawn and two coins per influence marker. So itâs a semi-random means of gaining free cash (you can see where the king MIGHT end up next so itâs not totally devoid of strategy) - a nice way of infusing extra dollars into the system. There are also a couple spaces on the track that give everybody coins.
You get points for your pawns, influence markers, windmill and governor cards, completed Rembrandts, and for every 10 guilders.
This is one of those games where thereâs enough going on that you have to feel your way around to develop a plan. You might go hard after a color of region early only to find it was not all that useful, especially if itâs one of the ones that doesnât get as much bidding value. I think the key is to getting placement in colonies as soon as you can since thatâs worth both points as well as the privilege to buy spice cards for high returns in cash. The mechanic of auctioning off your valuable actions is unique as far as I know and it works well. I expect the game is best suited for four to make full use of the auction dynamics, but we could only convince one person to try it with us. Thatâs definitely a problem with the game is its uninspiring theme. Sure, there are Dutch things on the cards and all, but it could really be about anything. Itâs enjoyable, probably a bit above average, but perhaps not all that memorable. This probably would have blown people away in the â90s, but in a modern market it struggles to maintain relevance.
6 out of 10.
- Sean
VinciÂ
Rob: When you were playing Small World, have you ever wished it was set in Europe, with a historical theme, and none of that fantasy nonsense!? Neither have I. But, Vinci is the origin of those great mechanics you know and love.
For those who havenât played either game, you take two tiles at the start of the game that give you powers and a number of army pieces to use each turn. The board begins the game populated with some weakened tribes that you are moving in to conquer. Each region is color coded and correspond to scoring powers on the tiles that make up your civilization.
You conquer from the edge of the board inward, using two armies plus one for each token on the region you are conquering. You place your tokens on the board, marking your conquests for the turn and potentially roll a die for the last region, if you didnât have enough tokens for it. Once youâre finished, you can move your armies within your conquered regions to build up defenses wherever you want. You score points for each region you control plus any bonuses from your powers.
Eventually, you run out of tokens and put your civilization into decline, so that you can take two new tiles and start over. You keep scoring points for the territory your old civilization held, as long as you still have tokens there. But, you canât move and attack with those tokens anymore. You could even go conquer your old civilization, if you felt like it benefited your new civilization.
If that sounds like Small World to you, itâs because theyâre the same game. The only difference is the theme, the production quality, and a couple of odd rules. Small World is just a better, cleaned up, fantasy version of Vinci.Â
If youâre considering buying this one, just go buy Small World, unless you are horribly offended by elves and pixies fighting for fantasy land, rather than unnamed tribes in Europe. That said, the gameplay is almost exactly the same. The art and quality leave something to be desired in Vinci, but itâs still a solid game.Iâd give it a 6.5 out of 10.
Sean: Yeah, there are a few differences here, but nothing that would justify anyone owning both games. Vinci gives you a big pool of abilities to select two from whereas Small World has races with inherent powers and attributes that can be applied to races, meaning that in the latter there are some combinations that arenât possible to attain because you have to go with a race and an attribute (so the ability provided from being humans could never be attached to being dwarves). Vinci goes until somebody hits a set number of points instead of lasting a set number of rounds. Vinci only has the one board while Small World has different boards for the different player counts. And Small World has that die you roll whenever attacking that gives you a random chance of additional reinforcements. I think once you factor in production quality and expansion content, Small World blows Vinci out of the water...but there is some consideration to be had for the fact that Small World is as refined as it is because Vinci came first.
ShadowriftÂ
Rob (Still alive, just hyper busy with work!):Â I know I say this a lot, but I really like co-operative games. This is one of those deck-building games where the players are heroes defending the city against the threat of monsters. The game has a lot of replayability with a variety of threat decks and different cards to set up your market differently each game. I like the art and a lot of basic design elements.
Each turn, you add points to the Monster Power pool and, if there are enough points, those points are spent to bring the top card of their deck into play. Depending on what youâre fighting, you might have really tough monsters with high costs, so you know theyâre coming and have some time to prepare a strategy, or a lot of weak, low cost things coming out very quickly. In this deck, youâll also have the titular Shadowrifts, objectives that provide an option for victory.
Once they spawn, monsters move each turn along their track and usually have an ability that triggers at each place on the track. These abilities do things like Wound the heroes, kill villagers, cause you to discard, bring other cards into play, or even just causing the heroes to lose the game outright. As you might expect, itâs important for the heroes to attack these threats and get them off the board before they wreak too much havoc.
In order to deal with these threats, the heroes have access to a lot of card options. There are a rotating group of Villagers that come out each turn and a market of cards to buy that include Actions, Attacks, Skills, Loot, Walls, & Travelers that could join your village. Each turn, you spend Prowess (and sometimes Gold) to buy these cards. Travelers & Walls get added to your deck of Villagers and the other cards go into your personal deck. You can also buy Gold with Prowess, which youâll need to do a lot to afford those Walls and Travelers. The various cards that go into your deck grant you a wide range of abilities to help deal with the threats.Â
Thereâs something pretty interesting to me in this idea of having multiple decks that youâre building at the same time. You have your personal deck full of spells and attacks and the currency of the game, like a normal deck-builder, but you also have this Village deck that youâre building with Walls and Travelers. In the same way your personal deck gets filled with junk as you gain Wounds and Afflictions, the Village deck gets junk in it; whenever a Villager is killed, a Corpse goes into the deck in its place. There are also Travelers with a red background that have negative affects whenever they come up. If you ever draw nothing but bad Villager cards, you lose the game, in the same way that drawing all Wounds and Afflictions from your personal deck causes a loss.
The problem with Shadowrift is that it just doesnât seem to work for 2 players. I think it would be a pretty decent 4 player game, but reducing the player count slows it down to an unreasonable degree. The Monster Power pool doesnât fill fast enough to feel like much is happening and, even when something does come out, youâre still looking for 2 cards shuffled into 20 for the victory condition of sealing Shadowrifts. You end up with a lot of turns where you donât have anything to attack and not enough currency to do anything interesting.
In the game we played for this review, we just threw all our resources into building Walls, which is the other victory condition. The game still took longer than it felt like it should at about 90 minutes, but we werenât even halfway through the deck looking for Shadowrifts. The last time we played, we focused on that victory condition and both felt like the game had overstayed its welcome.
So, I want to like Shadowrift a lot. I think it probably plays pretty well with a larger group to generate more Monster Power each turn and pool resources to tackle those threats. As a two player game, itâs kind of miserable. I give it a conservative 5.75 out of 10, hoping that my ranking will go up if I ever teach it to a group of people. If I were rating it solely on the two player experience, it would probably be about a 4 out of 10.
Sean: Thereâs a strong chance I would like this game more if Aeonâs End didnât exist. Itâs funny because this one came first, went out of print, then both games were up on Kickstarter and Rob backed them. Aeonâs End showed up first and we loved it. Shadowrift showed up and we walked away from that initial play thinking, âWow, that took waaaaaay too long and it wasnât even challenging. We must have done something wrong!â So we let it sit for about six months before coming back to it for a review. Same experience, except this time instead of wasting time waiting on the monster deck to unload and reveal all the rifts, I decided about 10 minutes in to do nothing but work on building walls. We were never in any kind of impeding danger and none of the villagers were killed.
Donât get me wrong - Shadowrift and Aeonâs End are not the same game. Even though theyâre both cooperative deckbuilders about saving a town from impending doom, AE is unique in how it uses the deckbuilding mechanic. Shadowrift is not. Weâve played both games twice with two players, AE has been enjoyable and challenging both times, Shadowrift has been the opposite. If you asked me which of these you should purchase, I would hands down recommend Aeonâs End. Iâm still willing to give this more plays and see if it changes with different combinations of cards, maybe either playing with fewer things in the monster deck or playing with a third person would make all the difference.
I also donât understand the Loot cards. We havenât purchased them in either game - they just seem too expensive to be worth it. I wonder if this would change with a different player count too. Another mild complaint I have about the game is how often you see the same cards in your village. I wish the game had more variety there because I get tired of looking at my options and once again seeing that I have a Child, a Mayor, two Guards, and a Corpse just hanging around being unhelpful.