6 Fully Cooperative Adventure Board Games Worth Fighting For...
Transcript
hey do you wanna play a board game sure but this time I'm dodging and then a crushing just like this plastic cup this is a fully cooperative board game we actually have to work together as a team in order to try and beat the board game itself friend buddy pal let's play some board games are you someone who's looking for a way to bring friends family members and work colleagues together for a rich team-building experience or are you simply someone who's interested in a board game that tells an interesting story and has a unique theme well in this video we look at my favorite fully cooperative board games that will test your relationships challenge those communication skills and later spend quality time with those people around you spirit island Spirit Island is a fully cooperative board game for 1 to 4 players where each player takes on the role of different spirits as they try to protect the to harm and scare off the settlers and explorers before it can build cities or ravaging blight the island and thus taking the island from them Dahon forever after setting up the island map based on the number of plays and starting game conditions each play in Spirit Island takes a corresponding spirit board presence tokens and
matching unique power cards across each round players are going to take actions from their spirit panel boards by picking one of the growth actions listed at the top specific to their spirit this may involve drawing a power card adding presence to the map gaining energy or reclaiming previously used power cards back into plays hands players then can play any fast and slow action cards from their hand provided that they can pay the cost these are the actions and responses that each player will try to take to ward off the Explorers during the invader phase according to the terrain shown on the invader track the explorers ravaged the land by doing damage to any DeHaan and the land then they build cities or towns and finally they explore the depicted terrain time over the course of the game plays are essentially trying to generate fear which thematically scares the explorers away by providing players with one off bonus effects as more fear is generated the game becomes progressively easier throughout the game the land can become blighted if too much damage is done to it which can also destroy spirits presence there if too much of the land becomes blighted then players lose if any place spirit is destroyed plays also lose conversely players can win a game if they meet the victory conditions at the current terror level each players chosen spirit also special abilities and a unique rule set that fits with its theme it is how these different spirit place tiles complement each other that make this game truly interest players have the opportunity to build a deck of power cuts specific to
their spirits needs and the combinations of these cards together is numerous the areas in which the game truly shines is in the unique spirit powers and play styles that each spirit has that each player controls this game is a true co-op where each player has not but unity to shine discuss and support each other through the decision-making in the gameplay that takes place on the ever-evolving board each player essentially this cooperative game has a voice there is no dominating plan I love the variability of this game with the different combination of spirits our play and the synergy between the card powers that are played with the major/minor and unique spirit powers there are different scenarios that are included that increase the replayability of this game and i love the elements of deck building card convoy and the economy of being able to spend energy to trigger certain actions and elements to trigger those innate powers a point you can see those this game has some rules a little bit tricky to learn but most levels in this game are very intuitive and make a lot of sense pandemic legacy season one legacy season one is an adaptive version of the original cooperative or getting pandemic in this game placing the role of disease fighting expert as they play through a 12-month campaign that spans across an entire year essentially players will travel the world treat diseases build research stations and search for those essential kills whilst battling an onslaught of
epidemic cards spreading infections and outbreaks whilst responding to mutating diseases in this version of pandemic legacy it includes a legacy deck secret sticker cards and secret numbered boxes that aim to introduce new rules into the game from month-to-month that permanently affects the state of the board place characters was carving out a story about the future survival of the world pandemic legacy season one starts out much like a regular game of paint with plays taking on the role of disease-fighting experts trying to find the cure to four different diseases represented by the different colored cubes I was trying to stop outbreaks and controlling epidemics as they occur on a player's turn players will be able to conduct four actions as they travel via Road and ferry charter flights direct flights shuttle flights between research stations they will be also able to try and trade cards with other plays build research stations and find those essential cures after each play Stern plays draw two cards and infect cities if an epidemic card is drawn plays increase the infection rate then plays draw the bottom card from the infection take place three disease cubes on that city there and finally shuffle the discard pile and place it back on top of the infection deck where it currently infected cities can be potentially reinfected in the legacy form at many surprises away plays as the legacy deck introduces new rules new objectives
concepts challenges and permanent changes that players will need to face CDs are now permanently labeled with a panic level research stations can now be destroyed and characters can die or be permanently scarred that can affect their story and the course of your game forever legacy strengths lie in both the choices that players make and also the game-changing nature that the legacy format has to offer where plays pull stickers out and place them on their character sheets and there are new rules that are introduced and new objectives that are uncovered from month to month and it is the experience of making permanent and everlasting choices that has a flaw and affect from month to month that really makes this game so immersive plays truly get that feeling that the struggle of trying to save the world from all these diseases is really real there are lots of great storytelling elements there's lots of flavor text but it does require place to commit a little bit with their characters and to describe the actions that they're taking in terms of how it fits into the story of where the world is heading there's some points to consider this is a legacy game so by the time you finish December or 12 months you probably won't be going back and playing the game again because a lot of the cards will be torn up permanent changes will be made to the board itself so it is very difficult to go back and play the game in its original state
Robinson Crusoe adventures on the cursed Island Robinson Crusoe adventures on the cursed Island has placed stranded on a deserted island with only the bare necessities will place be able to survive by working together to survive players will need to explore the island build shelter roof and Palisades build inventions and also try to survive the natural elements the game is going to throw a place countless treacherous obstacles that they'll need to try and manage and resolve if left unmanaged some of those events can get worse and buy players back so players will need to be able to come up with a plan before it's too late Robinson Crusoe at heart is a worker placement game where players peak one of the scenarios read the objectives and try and fulfill them before the round marker hits the final round plays issues of character it's certain strengths skills and special abilities each round is played in six phases where players will have to try and babble the threats dished out by the island in the events phase plays draw an event card from the eventing resolve its effects and place it in the threat area in this game threats or issues that are resolved or managed can become potentially larger threats later in the game players are constantly checking the overall morale and gain and lose determination tokens from round to round poor morale can cause places suffer from fatigue and potentially lose health in the production phase plays gain resources from the placement of their camps and other resources placed in the future resource box in the action phase place
place their action tokens two points per player and place them on a variety of actions that help them to survive and manage the threats on the island whilst attempting to reach this scenario objective players can resolve an event threat hunt for a wild beast attempt to build shelter Palace weapons or inventions gather resources from nearby explore textiles explore the island and other hex tiles arrange the camp or rest commitment and strength is important in this game placing one pawn on an action space in either gather explore build means you have to roll the dreaded dice for victory and possibly resolve an adventure card or if you place two pawns on a particular action you'll definitely get to resolve it in the weather phase players will have to hope their shelter protects them before the night phase comes along where players need to feed their hungry survivors game with the theme storytelling and immersiveness truly shines I really love how every action that plays take really has some sort of consequence on the future of the game I love this event and a venture card mechanism when you draw an event card or adventure cutter it's got a top and bottom section cause and effect mechanism in these cards really drives the story and makes players want to plan ahead and really think through a bit to prioritize their actions I really love this split action token mechanism where there's one action that you really want to succeed in your allocate two pawns to it however if there are two actions that you really want to do placed and split those pawns up and then risk it by
rolling some dice and rolling some dice might mean suffering some health or drawing an adventure card or sometimes gain two determination tokens so it is this risk versus reward element when players make the decision and this really challenges players to discuss which actions they need to prioritize which ones they need to negotiate and really pulling a lot of their energy resources into this game throws threats at you thick and fast and I love the immense variability in the game the game comes with 67 different scenarios and each of them feels like a completely different game altogether mice and mystics mystics is a fully cooperative campaign style story-driven adventure board game which we truly capture the heart of the entire family and also role-playing game enthusiasts as well as fans of malice in this game placing in the role of mice as they travel through an 11 chapter campaign taken from the storybook cause sorrow and remembrance plays are aimed to try and stop the nestra from fulfilling her evil plans before she takes over the entire kingdom plays from game to game will take on the role of different Mouse characters with different abilities and attributes as they explore dungeons fight minions and cover different story plot points as they complete a series of 11 campaigns from the storybook the Soraa of remembrance at the beginning of each chapter players will hear an excerpt from the story thus far plays then set up map
tiles according to the campaign chapter guide and follow the newly introduced rules in each room they visit each chapters a set of objectives minions and villains to fight as well as interesting variations to the game rules plays traverse the different environments collect items help lost individuals and unfold the story players will need to battle against the cheese wheel of doom as each time the cheese wheel fills up this causes more minions to rise and the page markers move closer to the end bringing all players closer to their doom what is really drawn me to my some mystics is as rich thematically into woven story before plays embark on a chapter from the book players will read a little bit of script to catch them up to what is happening to the characters thus far and lets players move from room to room they'll keep more of the story and each room provides some new rules some new minions and some new changes and twists to the game especially to get about halfway through the campaign's I really love this cheese will effect it really provides an added layer of suspense and tension to the game that really drives the panic level of players they try to win and also this chapter track as the hourglass moves up to the different page numbers as players perform encounters different types of stronger bigger badder creatures come out also it really loved the campaign mode because players can upgrade their character's abilities from chapter to chapter as they progress through the game there's some points you can see then one of them is this game is a
little bit of a dice chucking fest which means that constantly rolling dice all the time and hoping to obtain what they need and there's not many ways that place them mitigate some of the bad luck of a dice roll secondly the game introduces a lot of rules as you play so it does require someone who's familiar with the game to try and run the session for a group of players especially if they haven't played this before Sherlock Holmes consulting detective consulting detective is a story driven crime ridden mystery solving game where planes take on the role of the Baker Street Irregulars as they try and beat the master sleuth himself Sherlock Holmes players work cooperatively to power through 10 unique crimes this plays use a map of London the London Street Directory newspapers to follow different lines of inquiry interview suspects and collect evidence before deciding turns a series of questions about the case to see how well they solve the mystery compared to Sherlock Holmes this game is this beautiful choose your own adventure style gameplay except you're doing with your friends I really like how this game plays optimally at the two-player level and plays are truly immersed in the puzzle and crime solving experience following different lines of inquiry interviewing different suspects drawing on the professional resources that the detectives have at bay and I really love how cases some of the cases especially in expansion are connected and as you progressed through the cases some of the information is required to solve the later cases is found in some of the early newspapers that players have
previously encountered eldritch aura it is 1926 and an ancient being is about to be a walk and bring the threat of terror unfathomable doom and endless gameplay corpses have opened gates and unspeakable beasts have crossed from the other side ready to ravage the entire world in eldritch horror plays adopt the role of different characters or investigators set in the Lovecraft in world and traveled all the globe to try and close portals gather clues fight of monsters and ultimately try to solve three mysteries to prevent the ancient beings from awakening because if they do awaken players may either lose the game will be forced to contend with a fourth challenging mystery each character and eldritch car has certain attributes and abilities that we test it throughout the game including strength intelligence will influence observation and law these are often tested through dice rolls and modification to dice rolls as determined by items that players have and encounters that players experience throughout each game players will be facing off against one of the ancient once each ancient one has a short description of its abilities effects and ways that players need to construct the myth or stick at the beginning of the game they also have corresponding mystery cards research cards and special encounter cards unique to the ancient one character each round players will be taking action such as traveling the world by train or ship resting to improve health and sanity trading positions artifacts clues spells and tickets acquiring assets or tricking actions on a player's component or
character sheet plays then enter the encounter phase where each investigator resolves one encounter which is some form of narrative event which can lead to some positive or negative effects for the characters in the game these events are determined by the type of space each player is on plays in the mythos face suffer the wrath of the growth of the ancient being as plays draw a card from the myth or stick and trigger some of the effects which include advancing the token on the omen track or doom track resolving reckoning effects spawning new gates monsters surging placing clues of rumor tokens or eldritch tokens that is incredibly formatic it has a really great story movements that are carved up by all the encounter cards that place face during the encounter face I really like the idea that you can pass your encounter card to your partner who can read the story that your character is currently facing and then test a particular skill and see what the result will be and sometimes it might be gaining some curse or condition that will you know limit your gameplay or might be succeeding and gaining a clue token and I find it really incredibly exciting also I loved the idea that in this game you know multiple threats you've got the doom track omen track you've got the monster spawning from each of the gates and then you've also got the methyls deck and you know trying to solve those mysteries whilst you know there's a meatless card with a rumor somewhere out on the map can really add to the heightened tension and let you feel like you're really overcoming all odds I like the different ancient ones
that the game provides so each of the decks is going to be mixed up each time you play and each ancient one has a different field difference of objectives and different play styles so that's gonna really mean for a very playing experience so what is your all-time favorite fully cooperative board game please post them in the comments below because I'd love to read them if you really like my videos please like subscribe and share and once again thank you for supporting this YouTube channel I look forward to bringing more high-quality board game video reviews in the new feature this is Danny Sonia goodbye