Forbidden Sky was the game that we really wanted to include in Meeples Together, but it came out too late in the year for it to meet our schedule. So, consider this a true addendum to Chapter 4, where we offered case studies of Pandemic, Forbidden Island, and Forbidden Desert. Forbidden Sky by Matt Leacock…
Case Study: Pandemic — Reign of Cthulhu
By this point, there have been a shocking number of Pandemic games. Some slightly vary the original formula, while others move increasingly far away. We expect to look at most of them over time, because variations to an an existing system are one of the most intriguing ways to examine the evolution of a game…
Case Study: Onirim
We analyzed co-op games small and large while working on Meeples Together. Onirim was one of the smallest: a 78-card game for just two players in a teeny little card box. But size can be deceiving … Onirim by Shadi Torbey Publisher: Z-Man Games (2010, 2014) Cooperative Style: True Co-op Play Style: Card Management, Set…
The Betrayal Legacy Chronicles, Part Two
When we started playing Betrayal Legacy last year, I decided to chronicle the entire adventure, to detail how the game has changed over time, and how its co-op and Legacy elements worked. The Betrayal Legacy Chronicles, Part One discussed the first four adventures, while this continues this series with Chapters Four through Six. And this…
Case Study: The Captain is Dead — Lockdown
The Captain is Dead, which we studied two weeks ago, has a sequel, “Lockdown”, a standalone game that uses the same core system. However, whereas we thought the design of The Captain is Dead was wildly successfully (in large part due to its great theming), we found Lockdown lacking (in large part due to its…
Case Study: The Captain is Dead
One of the more notable traditional co-ops of recent years was The Captain is Dead, a bright and evocative science-fiction game that followed in traditional design patterns. It’s since been followed by Lockdown (2018), which will be the topic of the next case study. The Captain is Dead by Joe Price & JT Smith Publisher: AEG…
Competitive Case Study: Oar Else!
When is a co-op not a co-op? When it subverts its own framing. Nonetheless, there are lessons to be learned in this competitive game. Oar Else! by Jason Fleming, Bob Heubel & Julia Huff Publisher: Flatcar6 Studios (2013) Cooperative Style: Faux Cooperative Play Style: Card Management, Take That Overview Oar Else! is a competitive game…
Case Study: Pathfinder ACG Core Set
One of the exciting new releases of 2019 is a pair of new supplements for the Pathfinder Adventure Card Game: the Pathfinder Adventure Card Game Core Set and Curse of the Crimson Throne. Together, they notably renovate the original game. Pathfinder ACG Core Set by Mike Selinker Publisher: Paizo Publishing (2019) Cooperative Style: True Co-Op…
Case Study: Just One
The SdJ nominees for 2019 were announced last month and were full of entrants of interest to co-op fans. The traditional SdJ award, which runs pretty light nowadays, nominated Just One (a true co-op, sort of) and Werewords (a hidden traitor game). Then the heftier Kennerspiel award nominated Detective (another true co-op). It was a…
Team Study: Bang! The Dice Game
Two weeks ago, we discussed Bang!, one of the foundational teamplay games of the ’00s. Today we’re following up with a look at Bang! The Dice Game, which followed in its footsteps by offering a variant of Bang!’s teamplay with dramatically simplified game mechanics. Bang! The Dice Game by Michael Palm & Lukas Zach Publisher:…