From the start the game feels stacked against your team, which is on purpose as it gives a feeling of impending doom and destruction. The game is a balancing act of what to do each turn as the team tries to fend of the ghosts which leads to never quite feeling like you are winning.
Ghost Stories offers two expansions (there was a third but it was limited and not available anymore) called White Moon and Black Secret that extend the gameplay for users that would like to add more complex elements to the gameplay or are just looking for a different experience within the same theme and world.
The game is pretty difficult to beat, especially if played with a group of casual players that are not extremely familiar with the game and its rules of which are difficult to understand and may take a few watches of Youtube videos to really understand all the mechanics of play.
When it was first released, Pandemic's co-op gameplay was a pretty unique aspect to boardgames and made for a different and fun experience where either all players won or lost as a team. As the board gaming hobby has grown over the years, fully co-operative games have become an entire genre, and yet Pandemic remains one of the defining examples of the style. With a base game that is consistently difficult--even for veteran players--and an engaging and interesting theme to draw players in, this is a game where working together to achieve victory is almost an art form.
Just because you may be four instead of two players, the game doesn't necessarily become easier. Gaming the redraw pile is a lot less difficult if you're playing with less players, for example.
Space Alert effectively evades the popular quarterbacking issue of cooperative board games. There’s simply no way to communicate enough useful information to other players in the 10-minute timeframe, so nobody can control absolutely everything. Everyone must efficiently work together and say what they’ll be doing to take care of the looming threats.
The components of the game should hold up to multiple plays and regular wear and tear. There are a lot of good quality wooden tokens, and the cards are made of durable cardstock. The gameboard and the tracking boards are also quite thick and should endure well.
Space Alert has a lot of pieces to sort through, cards and decks to shuffle and place on the gameboard. It’s not so bad if you decide to play more than one game, but the actual games are very quick in comparison to the amount of setup/takedown time.
Once you press “play” on the 10-minute soundtrack, there’s no interrupting it – no pauses, no rewinds, etc. It’s important to stay focused, not engage in casual banter, and make sure there are no distractions in the background, which can be difficult to manage sometimes.
Every action you take highly impacts what happens to the rest of the crew, and one tiny misstep can make the whole plan fall apart, which can be frustrating to some. Teamwork and good communication is completely necessary to win.
Space Alert is not very beginner friendly, and if you don’t properly understand how the game works when you start it up, then you’ll have visible difficulty keeping up with what’s happening in the frantic 10-minute action phase. You’ll also be dragging down the other players because there really isn’t enough time to explain rules when the game is already in progress.
It’s worth reserving an hour to play through the well-designed tutorial book that slowly introduces the complex aspects, so you’ll be ready for the real deal.
While slightly morbid, the humor contained in the game and gameplay is quite amusing. The resolution phase is also full of humorous moments as the players watch their actions unfold or fall apart. For example, the tutorial book states that the captain must remember to do the “C” action that represents pressing the spacebar on the ship’s computer to keep the lights on.
The very basics of the game are quite simple. Every player has a role assigned to them – the captain, the communications officer, and the security officer. The players take 12 turns in 10 minutes pre-planning actions while listening to a soundtrack that explains all incoming threats. The action phase is divided into three further parts, each of which has a separate deck of action cards. The soundtrack calls out the threats, the endings of phases, data transfers, and communication disruptions, and you must act accordingly.
After the 10-minute soundtrack is over, all the actions the players planned and coordinated are resolved. If the ship is still alive after that, then the game is won.
Space Alert has a sci-fi theme to it, and the game executes it perfectly. From the aesthetic look of the game to the actions you take, there’s plenty of science fiction – aliens, spaceships, robots, etc. The soundtrack playing in the background during the planning phase also adds a lot to the immersion. For those that are into more of a science fiction game, Space Alert could easily fit that bill.
Various options can be selected to alter the difficulty level of the game, such as the power of internal and external common threats and serious threats. This makes, for example, the monsters you encounter much stronger, adding a whole new level of required teamwork.
The combination of several CD tracks along with variant card combos and action options ensures that no two games will be the same, making the game widely replayable. If you run out of the official CD tracks, then you can also download the Space Alert Mission Generator to get some random scenarios, or you can browse the internet for custom missions.
Using a random board setup and the unique way in which the desert storm can move around and rearrange the board, no two plays of Forbidden Desert are the same.
In a game where players can die of thirst, become buried under increasingly deep piles of sand, or be blown away when the storm reaches it's highest level, the only way to win is to race around the board trying to find all the pieces to your airship in order to escape with your lives. Having 3 ways to lose and only one way to win makes Forbiden Desert a very difficult game. However, that difficulty makes every success so much more rewarding. The feeling when you finally find all of the pieces to your airship and escape the desert for once and for all is amazing.
From the metal tin that the game comes in to the thick, quality cardboard used for both the location tiles and the sand tiles, all of the components used in Forbidden Desert are top-notch.
Each round is divided into 2 phases: A timed action phase, where players takes their actions, followed by an un-timed resolution phase, where everyonegoes through and resolves all of the actions from the previous phase. During the timed portion of each round players are forced to take their actions as fast as possible by the app, which will punish you if you take to long. This gives your decisions much more weight since you won't always have time to do everything you want to and must make tough calls on where to focus your efforts.
Fantasy Flight did a great job capturing the feel of the PC version of this game and putting into the boardgame version. Decisions are meaningful as you decide where to deploy your troops, what to research, and how to allocate your resources.
Elder Sign is a good game to play with newcomers unfamiliar with the rules due to the game not being super difficult (like Ghost Stories). While it does offer a challenge it is not completely stacked against the players like some other titles in the genre.
Elder Sign is styled as a co-op experience that uses tightly integrated dice mechanics to allow for short and succinct play times of around 90 minutes.
One of the few games that can get one involved as a character dealing with a continually challenging and unveiling storyline. A competent keeper (DM) is a must, though.
Like all of the Arkham Horror games this pulls in all of the familiar characters and antagonists from Lovecraft's mythos. Unlike the others however it's less about running around closing portals as fast as you can and more about investigating a single scenario in a series of pre-configured locations. It does require a sort of "DM" that the other players play against but it helps that person with the convoluted stuff and lets them enjoy the game as much as the other players.
The base game comes with 5 scenarios that include 3 different endings each. Add to the fact that the scenario is built based on a series of multiple choice questions before setup, means no 2 games will be the same.
Also there are many expansions available which with many more scenarios.
The win condition for the game is basically to get out of the house alive. Any other scenario where one does not get out they either die or go insane, which is what plays into the immersion of this game, it is more about story and experiencing what it has to offer than "winning".
Depending on how many players there are, the scenario chosen and the full understanding of the game held by the players the game can often result in a non functioning experience. There are many moving parts here and they do not always congeal into a working game.
Removing the Keeper role from the game not only drastically reduced setup time and errors, it also shifted the entire dynamic of the game as players are now fully invested since they are all one team.
As players explore a slowly expanding board, they find clues and, occasionally, meet people who help reveal the mystery at the heart of each scenario. Then, as the scenarios draw to a close the action always picks up as you are desperately fighting the forces of evil.