Lost amidst the surreal and bizarre unknowns of the far reaches of the cosmos, your crew of explorers must pull together to discover the resources necessary to survive the long journey home.
Unsettled is a 2-4 player cooperative survival adventure set in the wondrous and unnerving fringes of uncharted space. There are no enemies and no combat, only an environment where every step, every breath, every particle around you could mean immediate, terrifying, death. Enemies are the least of your concerns.
In these incredible conditions you must complete a series of tasks necessary to your continued survival. Perhaps the water reclamation system on the ship needs repair, or (as usual) food supplies are running low. Before you lies a strange alien landscape - it’s up to you to complete these tasks using…whatever you find out there.
Each time you play you will have a different combination of survival tasks to complete and the things you discover (and their weird properties) will be different as well. So while you always start out knowing what problems you need to solve you have no idea how you’re going to use the world before you to do so (or what the world is going to do to you while you try).
As you explore the environment, encountering wild & unique opportunities along the way, you will work closely with the rest of your crew to achieve your goal of continued existence. The only thing you can be sure of is each other; lose that trust and you’ll lose all hope of survival.
—description from the designer
This core set comes with 2 planets, Planet 001-Wenora and Planet 002-Grakkis, which are not available individually.
Embrace your fungal hosts and discover mind-bending abilities beyond your imagination or be absorbed forever. Unsettled: Wenora is the 1st planet box for "Unsettled".
Wenora is a bizarre and wondrous fungal jungle teeming with alien vegetation and gargantuan spore-based lifeforms.
Growth in this place is of a scale beyond any we've encountered. Life drips and pulsates disturbingly, mysterious pastes and powders covering most of the planet's crawling surfaces. Simply traversing the land is deeply unnerving, yet awe inspiring all the same. Tentacles, toxic spores and an alarming array of suction cups abound.
Things you may find here:
Electromagnetic Polypores
Incandescent Slime
Floating Tentacle Knots
Screaming Glow Frogs
Telekinetic Microbe Clouds
Discover pathways to the skies to escape violent storms and enormous creatures that haunt the surface. Unsettled: Grakkis is the 2nd planet box for "Unsettled".
Grakkis is a sand-swept desert ruins. What was once a massive planet-wide forest of unfathomably large trees is now that forest's graveyard - all the trees having long since petrified to a stone-like state. Some have crumbled into interesting formations. Some had rotted before petrifying, creating strange caves and crevices, many of them thousands of feet above ground. Colossal alien lifeforms, disturbing in their appearance, wander the wasteland. They tower horrifyingly in the distance like gods in some waking existential nightmare.
Things you may find here:
Musical Stonewood Formation
Falling Stone-Fruit Bombs
Bioluminescent Paste
Blooming Geodes
Gaseous Sand Storms
- very punishing game
- punishes exploratory play
- too tight time constraints
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
- highly replayable with modular modules
- strong cooperative puzzle design and atmosphere
- theme can skew away from Halloween for some players
- can be heavy and crunchy for beginners
- cosmic horror/satirical horror vibes in space
- alien worlds, planetary exploration, sci-fi unknowns
- episodic puzzle-solving with modular scenarios
Mechanics (from transcript analysis)
- cooperative exploration — Players work together to explore modular board areas and uncover puzzles.
- modular/scenario-based content — Each game session can present different puzzles and layout variations.
- time pressure — Turns impose pressure as players race to solve challenges.
Video topics + discussion points
Quotes (from this video)
- Arkham Horror is an insanely beloved game with a ton of available content
- not all of this is Halloween but some of it certainly feels similar to unsettled
- Final Girl is there for you which is probably more of my audience than I'd like to admit
- this is very Halloween the comma my book is all about the occult
References (from this video)
- strong solo play
- interlocking puzzle design
- high replay opportunities
- limited published details online
- cooperation and tactical puzzle solving
- Sci-fi cooperative exploration puzzle
- puzzle-driven, interlocking actions
Mechanics (from transcript analysis)
- cooperative play — players work together to manage threats and objectives
- solo-focused play — strong solo variant with interlocking actions
Video topics + discussion points
Quotes (from this video)
- Folklore is such a great classic Gothic horror kind of Dungeon Crawl.
- Snowdonia is still on here baby going strong.
- Pavlov's house should be in the top 100 because Pavlov's house is a solo game and it's not really multiplayer.
- it's the joy of It's a Wonderful World... the journey.
- pandemic Legacy season one is above it, I don't know maybe people play it solo
References (from this video)
- Strong writing and atmospheric feel; charming and captivating
- Unique core cube mechanic that is simple to understand but deep in strategy
- Encourages bold, experimental play and exploration
- Variety of adventures with chance for meaningful character development
- Puzzle-centric design may reduce replayability after a planet is solved
- Some cards (breakthrough/anomaly) can feel game-breaking and require balancing risk
- Heavy reliance on cooperation and group willingness for bold moves
- Exploration, survival, scientific discovery
- Space exploration on a hostile alien world; crew on a scarab attempting to survive
- Puzzle-driven adventures with humorous, narrative flavor
- Far Away
- Nemesis
Mechanics (from transcript analysis)
- Action cube economy — Each player has three focus cubes; actions require allocating cubes, with up/down arrows adjusting level and consuming time
- Facility building and resource harvesting — Build facilities, harvest planet resources, complete survival goals
- Insight and breakthroughs — Purple insight symbol gained through actions; boosts the insight track; reaching top may draw breakthroughs and require comprehension
- Investigation and discovery — Investigate to draw discovery cards that grant more actions; can lead to anomaly card upgrades
- Time track and rest — A shared time track advances as you rest; when it ends, endurance is reduced
- Traverse and cooperative movement — Traverse lets two characters move together; Luna robot can be moved to find resources
- Trust, distress, and support — Trust can be increased or reduced; distress consumes actions; support actions help remove distress from others
Video topics + discussion points
Quotes (from this video)
- what a unique and interesting game unsettled is, and it's not the idea of exploring worlds that is unique, it's how you go about doing that
- the best thing about this game is the writing and overall feel, it's charming and silly yet captivating
- unsettled makes you pet it and try to shove the danger in your backpack
- you must use all three cubes during your turn and at least one must go on the rest action which advances time
- these cubes have sides showing your level of energy from three to zero
- the core focus cube mechanic is very simple to manage, but the skill in the game really comes from making the best of your breakthrough and anomaly cards
References (from this video)
- engaging storytelling
- varied scenarios with good group engagement
- rules can be intimidating when learning
- story-driven cooperative exploration
- alien planet exploration
- episodic, book-like unfolding of objectives
- The Crew
- D&D Adventure System
Mechanics (from transcript analysis)
- cooperative storytelling — story cards drive progression and goals
- dice-based actions — three dice govern actions with rest mechanics
- three-dice core system — two actions per turn plus rest or special tweaks
Video topics + discussion points
Quotes (from this video)
- Prelude expansion came out for this—game changer in expansions for me.
- The vineyards expansion expands the board so all of a sudden you don't just focus on the board as much—you go over to your little vineyard.
- This is one of those games that we went through all the effort to get every expansion and organize it, and we still pull it out.
References (from this video)
- Unique experience
- Unlike anything played before
- Different scenarios for each planet
- Incredible experience
- Discovery-based gameplay
- Great design focus on player experience
- space exploration
- planetary exploration
- discovery
- Vindication
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a full day of gaming you got a plan for snack breaks you need to plan for nap breaks
- this cool game about sliding these things around the board and it's so stinking satisfying
- we really enjoy unfair but i don't enjoy all the mean stuff so every single piece so fun fair just really fixes that problem
- this one completely changed what a roll and write can do
- my brain turned to much like i literally need to power down for a little while and let my brain reset
- there's something special about it you know that really makes it stick out amongst everybody else
- this replaces terraforming mars for me
- it is just such a smart idea that is so simple
- orange nebula designs just incredibly unique incredible experiences
- the way that you use your hand management and the resource management it all just sings together really well
- they're there this isn't like a we're just going to reskin something
- it does a really great job of letting those last two players have the opportunity to really challenge the people that are in first and second
- it's quacks of quinlenberg the dice version
- i'm a sucker from dice i love the tactical sensation of just chuck and dice
- you really are paying attention to what's going to fill up each cauldron
- the best hidden movement game that i've played ever
- if you like the crew to begin with you can literally throw it in the trash and get this version
- it's brilliant from a design standpoint it's absolutely brilliant
- it's that wonderful tension right every round where am i gonna place where am i going to you know place my bid
- it's so relaxing it's so satisfying it's gorgeous
- i've needed my board gaming to be a warm thumpy blanket
References (from this video)
- high production and strong thematic hooks
- great variety across planets and playstyles
- expensive; content scale and number of boxes can be overwhelming
- some players may find it hard to justify full collection
- cooperative survival and puzzle-solving across varied worlds
- alien planets with unique environments and survival puzzles
- scenario-driven, with planetary themes
- Vindication
- Ark Nova
Mechanics (from transcript analysis)
- cooperative play — players work together to survive each world/box, each with unique rules
- modular scenario system — each box introduces a distinct puzzle and AI-like Gaia for solo play
- variations by planet/box — different rules and challenges per box with replayability
Video topics + discussion points
Quotes (from this video)
- it's only a game
- three is my magic number
- twitter is toxic
- look at this artwork oh my word is this gorgeous
- i'd probably give this a 7 out of 10 as a starting point
References (from this video)
- Highly thematic, euro-meets-coop puzzle design
- Strong replayability with standalone planets and diverse tasks
- Engaging spatial-movement puzzle with rotating nodes
- Beautiful components and immersive storytelling
- Very challenging; potentially punishing for new players
- Rule complexity and bookkeeping can be fiddly
- Some downtime and planning overhead in cooperative play
- Space survival, cooperative exploration, and puzzle-solving under extreme planetary instability
- A chaotic, orbital field of volcanic asteroids around Stranos; astronauts navigate a collapsing sun and magnetic debris to trigger a temporary wormhole.
- Rich, atmospheric sci-fi writing with light humor and world-building flavor
- Menorah
Mechanics (from transcript analysis)
- Cooperative trust/distress mechanic — Group trust affects dynamics; distress cards can cause penalties and require cooperative mitigation.
- Dice-based action economy — Players use dice pools to perform actions; dice pips determine action strength; dice are depleted each turn and require rest to refresh.
- Resource: materials, data, and power — Materials attach to positive nodes and hinder movement; data and power power breakthroughs and build devices like polarity funnels.
- Rotating/moving node map — The board features magnetically-connected nodes that rotate 90-180 degrees, changing access and line-of-sight; impassable spaces exist.
- Solar tempest and polarity funnel events — Solar tempests modify the board state, add materials, and trigger catastrophic effects via polarity funnels that may blast nodes and require rearrangement.
Video topics + discussion points
Quotes (from this video)
- there's no better way to die in space than playing unsettled
- it's a euro through and through like this is a euro thematic space game
- this planet is a deep, challenging spatial puzzle
References (from this video)
- ambitious space-theme
- strong production values
- complex rules
- time commitment may not fit all groups
- Survival and exploration in a sci-fi setting
- Space exploration with planetary missions
- Scenario-driven exploration with modular planets
Mechanics (from transcript analysis)
- focus_dice — focus dice govern actions and round efficiency
- mission-based progression — each planet introduces new rules and goals to pursue
Video topics + discussion points
Quotes (from this video)
- "Silverwood Grove... absolute trash"
- "I would actually give it a one out of 10"
- "Campaign games... I'm done with campaigns"
- "It's not going to be quick"
References (from this video)
- Excellent writing and thematic depth
- High replayability with varied scenarios
- Heavier narrative may not suit players seeking light campaigns
- Exploration and adaptation in varied scenarios
- Unknown or alien environments with narrative prompts
- high-quality, literary writing guiding scenarios
- Ark Nova
Mechanics (from transcript analysis)
- cooperative exploration — Players explore modular scenarios with evolving goals
- narrative/scenario-driven play — Story-driven decisions shape outcomes across sessions
Video topics + discussion points
Quotes (from this video)
- it's not one for people who don't like dice rolls because it'd be very easy to blame the dice for you for bad play but there's plenty of mitigation in Final Girl
- Regicide is a very simple Cooperative or solo game that you can play and you can play it using just a standard deck of cards
- the crew 2 takes the original crew and just gets rid of all of the awkward parts of it and makes it a better game with more replayability
- Block by Block Uprising is a great game ... it makes a political statement a very blunt political statement and I kind of respect as honesty there
- Pan Am is a network building aircraft game but you initially expect to be a bit like Ticket to Ride where you just try to put down planes and and you know get long chains of them but it has a Twist where you're actively trying to get in the way of Pan Am as it expands so that they buy your networks off you
- unsettled is an excellent game it has some of the best writing of any game I've played
- Roll Camera it's a hoot track it down if you can go into it knowing that what you get out of it is what you put in
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
- I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
- The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.
References (from this video)
- strong planetary exploration vibe
- tactical puzzly one-off play
- may rely heavily on addons/content
- ISS Vanguard
Mechanics (from transcript analysis)
- Planetary exploration with modular scenarios — puzzle-like tactical exploration and mission variety
Video topics + discussion points
Quotes (from this video)
- The card play is fast and furious.
- it's a solid one if you like a quick playing Solo or competitive card game.
- we had a blast.
- the combos are cool here.
- I absolutely adore it.
- it's so fun it's so accessible.
- the code breaking is fun.
- definitive edition smooths away almost all of the unfun parts.
References (from this video)
- strong writing
- varied planetary puzzles
- alpha gaming dynamics can feel scripted
- cooperative survival with heavy writing
- alien planet exploration with story-driven puzzles
- clever, compact writing; highly narrative
- Pandemic
- Aeon's End
Mechanics (from transcript analysis)
- cooperative_play — players work together against a planetary puzzle
- story_text — well-written flavor text drives immersion
- variable_puzzle — each planet presents a distinct, unique challenge
Video topics + discussion points
Quotes (from this video)
- Magic the Gathering is a fantastic card game. It's a very complex card game.
- This is a rock solid game. It just has it has gone through some seriously tumultuous growth.
- Sea Salt and Paper... a delightful little card game that has really adorable origami art.
- Dune Imperium is a very stressful game. It's a game that after I'm done playing, I need a break.