Review
Jagged Alliance: The Board Game
Jagged Alliance: The Board Game gets a surprising amount of the computer game’s character onto the table in a co-operative campaign. Its AI rules are needlessly hard work, but the campaign has enough laughs and personality to keep Arulco worth liberating.
Jagged Alliance: The Board Game
- Published
- 2019
- Designer
- Marko Jelen, Jan Wagner
- Publisher
- Board Zeppelin, Underground Games GbR, Underworld Kingdom
- Players
- 1–4
- Playing time
- 360 min
I did not expect a co-operative game to carry this much of Jagged Alliance’s particular smell. It captures the computer game’s feel without burying it under needless complexity, and anyone who remembers its old moments will have plenty to laugh about here.
The game unfolds as a campaign to liberate Arulco, with the team tackling missions against an AI. The systems are fairly streamlined, and dice are present without taking over the whole affair; they can become wearying later on, but they do not turn the game into dice theatre.
Co-operation needs watching, because the alpha leader is waiting in the wings.
TheCuttlefish
Co-operation needs watching, because the alpha leader is waiting in the wings. You will discuss the right move, try to coordinate the team, and discover that one player issuing instructions to everyone can turn a mercenary squad into an office meeting. The rulebook, which earns a passing grade of “could be much clearer”, makes the AI particularly laborious to understand, and that is the least pleasant obstacle on the table.
Even with that friction, the campaign is an honest one and the shared operation comes through strongly. It is not chess, and it is not always elegant, but it is a co-operative Jagged Alliance that remembers to be Jagged Alliance. 7/10.
It is not chess, and it is not always elegant, but it is a co-operative Jagged Alliance that remembers to be Jagged Alliance. 7/10.
TheCuttlefish
Source: BoardGameGeek
0 comments
Sign in to react or comment.


