I'm imagining this game being played in a convention hall with each table playing it simultaneously. Imagine dozens of full tables of people, absolutely silent as they move tokens across the board, glaring at each other, the occasional slap of the table in exasperation and anger. This is a wild heist game where everyone is cooperating, yet no one can talk to each other.
I was roped into this Werewolf-esque game featuring two pirate boats, a central island, and treasure for the taking! Do to a lot of distraction, I couldn't quite nail down all the rules for this one so I wasn't as engaged. It was fair, but I do not think I'd reach for this game again unless there was a strong feeling to do so.
Here we go. This was the game my brother and I played that took probably half of our time.
Great miniatures, interesting dark Nordic mythological theme.
Not really my thing. This may come across slightly sore loser-ish, but let me explain. The game runner admitted that when added the fifth player, he didn't quite have, according to him, everything laid out to make it a proper five player game. Due to some very bad dice rolls in the first three turns, I was stuck for the rest of the game and couldn't make a single comeback the whole time. Each time I'd charge up to make a power play, the other players just dominated the board, leaving me wanting.
I completely get the appeal of these Kickstarter miniature blowout games (Gloomhaven apparently being the king), but not one has captured the hype factor for me. I'd maybe give it another chance, but with fewer players as what I was told would be a one hour game turned into four.
We played this one about two years ago. It's alright. Great that a billion people can play together, and there's a lot of sleight of hand and alliances formed, which really ads to the silly. I appreciate that despite how insane the backbiting is, the patience these guys have with each other is admirable and we tend to see the game to the end. Though it is waaaaaay longer than it needs to be.
Decrypto oozes flavor. The Robert Redford spy thriller kinda flavor. Utilizing a long-forgotten gimmick I remember as a child involving red plastic to hide certain ink on team aids, this is a cool deduction game I wish I could of seen the end of, but time ran out for me to stay.
Not sure I'd buy just yet, but definitely would give another go at this one.