Review
Grimcoven
As time goes by, everything bends, even the serious objections I had regarding co-op “trash”. Every year that passes more and more cooperative dungeon crawlers see the table, and the truth is that things have gone from cringe 9000 more towards “we had a good time but we could have done better…
- Game
- Grimcoven
As time goes by, everything bends, even the serious objections I had regarding co-op «trash». Every year that passes more and more cooperative dungeon crawlers see the table, and the truth is that things have gone from cringe 9000 more towards «we had a good time but we could have done better». After Horizon: Zero Dawn, which was particularly tiring on the narrative level but satisfied us on the combat level, we decided to go straight to the top modern boss battler. Zero story (okay, let me not be unfair, zero point two), full-on brawling. A very nice game where every session is completely independent and each player simply chooses a character, chooses a Boss and difficulty level, and goes to beat the crap out of it, plain and simple.
The game stands out because of the particularly well-developed dice placement mechanism the players use – which strongly recalls the awesome Claustrophobia – and in general it seems that the scenarios and abilities have received a fairly good playtest. The characters are quite different from one another, and the choices and synergies change considerably depending on the group composition. We play it with two, but I think it is manageable with three as well without the system bogging down. With four I think it flirts with being completely unplayable, because the AI – which is quite simplistic – can easily gang up on some unlucky person who did not sit down to read what happens in the enemy phase and wipe them out in one go. The other issue is that the characters have different power levels, but so far the 4 we have seen all have interesting and honest combos. A very good creation overall; it has left the best impressions on all of us.
Source: BoardGameGeek
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