I've been looking for board games that don't actively pit the players against each other, but rather put them together to fight a common goal. I've played a few board games like this, like Pandemic, but I was wondering what games you've all been playing that are cooperative.
This one does seem pretty fun, what with it being inherently non-violent from what I can tell.
I've seen this at the game store I go to. What's the rundown of it? You're protecting a village, yeah?
Yeah pretty much, ghost spawn, you and your friends use kung-fu on them until the boss fights.
Either it's a tough game or the group I play with is rather shit and we win a game maybe once every 30 plays.
Pandemic is great. Shadows over Camelot is fun for people who love fiddly little minis but it does have a traitor element that sours collaboration a bit.
Are there any particular co-opt board games that are easy to learn but rely heavily on each person communicating and carrying their weight? I'm looking for something like that to act as a teaching aide for my students.
It's really luck based, even if you play optimally (i.e. you all listen to the most experienced player so you have no actual choices to make) the dice will fuck you nine times out of ten.
Castle Panic is a similar game, but more winnable. Also has a smidgen of competition between the players, which I think adds a lot to a coop game.
Eldritch\Arkham Horror is pretty good. Best when reading everything in your spookiest voice.
The Battlestar Galactica boardgame and Shadows Over Camelot are traitor-mechanic coop games. You might have a traitor, might not, either way you've got to complete certain objectives. Haven't actually played them but they're usually held up as really good at what they try to do.
Geiger Counter is a coop RPG where you play as characters in a survival horror. It's pretty good.
>Eldritch\Arkham Horror is pretty good.
Only if you like shit 'games' because it's cross and circle with obstacle cards and no winner.
>The Battlestar Galactica boardgame and Shadows Over Camelot are traitor-mechanic coop games. You might have a traitor, might not,
I can't speak for SoC, but in BSG you always have at least one traitor, maybe 2. And there are different strategies, some of which say it's best to reveal yourself early.
Preach it brother! I love AH
THIS! Holy shit this. I can't shill this game hard enough. It's so bloody fun. And if you've got TTS, I'm always down for a game
My personal solo/Coop go to's
>Shadow of Brimstone
>WoW (with solo rules)
>BSG (with expansions)
Elder Sign is really fun if you want to play something like Arkham Horror without spending an hour just to set the game up.
Pandemic is also really run, especially if you up the difficulty.
A Touch of Evil is also super fun and can be played both co-op and competitively. It's based on the whole Sleepy Hollow schtik and has loads of content to play. The downside is that it takes a bit to set up.
These were the games my old gaming group played when players were missing and we couldn't do our 3.5 game.
Arkham Horror is my favorite but if someone doesn't know the rules very well it can be a serious time investment (I've run through 8 person tables in 3-4 hours but stories abound of 6-8+ hour sessions). I haven't played Eldritch Horror yet, I've heard it refines a lot of things but loses a lot in the process so buyer beware there. Arkham is very hard as well, definitely don't get it if you're expecting an easy time. The base game isn't too difficult to learn and provides a fair challenge, the expansion really ratchet it up though (particularly gate bursts, you'll see what I mean when you get there if you haven't already).
I didn't much care for Pandemic but Defenders of the Realm is basically the same thing done in a slightly more interesting way. That could be worth looking into for something similar.
Arkham isn't really THAT random, there are a lot of cards drawn and dice rolled but most of it happens after the player makes decisions and then prompts even more decisions in response. If you just stumble around town without any sense of strategy or urgency you'll probably lose and if you take the time to formulate a plan and execute it while accounting for unexpected surprises you'll probably win. That wouldn't happen if the game was all luck or had shallow decisions.
Yeah, no. Your choices are pretty much limited to: Do I make a run for power ups now or do I have to take care of something else right fucking now? And the answer is always: The latter.
If that were true then experienced players wouldn't be able to consistently win. Since they can, clearly you're doing something wrong and just blaming the game instead of trying to learn.
For one thing you usually shouldn't be running for gear in the middle of the game, that's a pretty early move. Once you scavenge what you can at the start it's usually time to get moving, which varies based on party composition and events but usually means assigning some people to portal duty (and thus having only them collect clues) and some on keeping the monsters in check. Different gates have different probabilities of showing up as well, so you need to prioritize those properly as well as assessing the risk of the other world you would need to move through. There's knowing which monsters you can't take in a fight and coming to terms with the ones that are just going to walk the streets until a gate goes, there's knowing when to go for a quick close even when you can't seal the spot just to buy time, there's knowing when you can afford to heal or cash in trophies, properly readying your skills, there's dealing with the other events that might pop up and with managing the abilities of the GOO. It's not chess but it's definitely not brainless.
>He doesn't achieve "Joining the Winning Team"
Forbidden Desert/Island are both decent but there is a big random factor to your parties success.
It's quick to set up and paly though so if you do get screwed over it's easy to reset and try again.