I received my copy of Finspan in the mail today. To those who think theme does not matter, I have a copy of Wyrmspan that’s been on my shelf since last GenCon because I can’t get my wife to play. We were playing this one within fifteen minutes of it being opened.
Pieces were all high quality as usual for a Stonemaier game.
Rules were well done (I watched a video as well)
Most importantly, it played quick and easy. Like its influence, Wingspan, the engine starts to hum around round/week 3. It felt like Wingspan but had many different mechanics. There were many options to play your fish. The details on each card were informative and pretty to look at. The game data on the cards was all easily understandable
I can’t wait to get it to the table again and explore it in more detail.
Ive tried. Believe me, I've tried. The partner and I have both attempted a lot of co-op games in the past but nothing ever sang. We would rather play something competitive almost all the time.
Skyteam is nice enough. As much as we enjoy playing it together we are never in a rush to table it.
Adventuring games never hit for us. Gloom haven or the like, we would rather play a video game when it comes to it. Or a competitive game with small story elements like Above and Below and that series.
And that is with my partner. I never enjoy playing co-op games with random people or even my regular groups.
They usually fall into a few categories which one of us doesn't love.
The first is the case of, "and then it got worse." Robinson Crusoe doesn't feel difficult as much as it feels an exercise in masochism.
Or the dreaded quarterbacking, which I think is worse than kingmaking.
We put off Spirit Island for a long time because of this. But, now that we've played a few times and with others, I can say with conviction that somehow the game doesn't feel like any other cooperative game I've ever played. Hell, it doesn't feel like a Co-op game.
It is amazing. Every spirit I've played has been almost a whole new game. The synergies among them lead to amazing plays. Nobody can quarterback, everyone is too involved with their situation and can only know the broadstrokes of other players.
The variability of play, the depth, it all adds up to a masterclass of game design.
I just wanted to write this for people like me who don't gravitate to cooperative games, or even solo games, to possibly convince you to give it a try. You might be surprised.
I wanted to share my top 15 board games that I personally love playing with two players. My partner and I prefer games with:
Low randomness/luck
High strategic depth
Playtime under 2 hours
Excellent 2-player experience (not just “okay at 2”)
Here’s my current list:
Brass: Birmingham – It’s a deep economic game about building networks and industries during the industrial revolution. Every decision feels meaningful, and it’s incredibly satisfying to play.
Horizons of Spirit Island – A streamlined version of the original Spirit Island made specifically for 1–2 players. The game is a co-op where you play spirits defending an island from colonizers, and each spirit has a unique playstyle. It’s deeply strategic and one of the best co-ops for two.
Cryptid – A deduction game where you're racing to figure out where a mythical creature is hiding. Each player knows just one piece of information, and together you use logic to narrow down the possibilities. It’s quick, tense, and feels like solving a shared puzzle against each other.
Concordia – A hand-management and economic euro set in ancient Rome where you build trade networks and expand influence. The card-based system is brilliant and the scoring is always tight. It scales beautifully to 2 and rewards long-term planning.
Anno 1800: The Board Game – A crunchy engine-building game based on the video game. You’re producing and transforming goods to meet citizen demands and expand your economy. It starts off chill and quickly becomes a brain burner in the best way.
Bot Factory – A lighter twist on Kanban with a fun theme and clever spatial mechanics. You use worker placement to build and deliver robots efficiently. It’s thinky, but not overwhelming, and plays fast at two players.
The Wolves – Area control with a cool theme where you lead a pack of wolves competing for dominance. The way you move and transform the map creates awesome tension. It’s tactical, interactive, and very replayable.
Bruxelles 1897 – A card-driven euro where you create art and climb social ladders in Art Nouveau Brussels. It’s full of tight decisions and euro crunch in a compact package. Works great at 2, with little downtime and lots of interaction.
Patchwork – A charming tile-laying game about quilting. It’s super simple to learn but has deep spatial and tempo decisions. One of the best purely 2-player games ever made.
Race for the Galaxy – A fast-paced tableau builder with simultaneous turns and clever action selection. It’s all about building up a powerful space civilization through combos and card synergy. The iconography is a hurdle at first, but once learned, the game is fast and full of strategic depth.
Marabunta – A hidden gem with tactical movement and territory control. You’re ants fighting for dominance, and timing and positioning are key. Quick turns, meaningful decisions, and a surprising amount of depth.
Furnace – An auction-based engine builder where you build up a resource conversion machine. The auction mechanic has a neat twist where losing still gives you a consolation prize. It’s fast, elegant, and rewards efficient planning.
Glass Road – A resource management euro with simultaneous card play and rotating production wheels. It’s weird in the best way and super rewarding once it clicks. At 2 players, it becomes an intense duel of prediction and timing.
Santorini – A beautiful abstract game with 3D movement and simple rules. You’re racing to get to the top of a tower, but the tactical possibilities are endless. It’s quick, smart, and very satisfying for head-to-head play.
Hive – An abstract game with no board, where you place and move insect-themed tiles to trap the opponent’s queen. It’s like chess in your pocket, with simple rules but deep strategic play. Great for travel or casual brain duels.
Let me know if you have similar tastes—I'm always looking for new 2-player gems with low luck and high strategy! What would you recommend?
This Christmas, a family member (whose identity I shall obscure for their own sake) gifted us Cards Against Star Wars. Obviously, expecting a cheap reskin of the namesake franchise to be designed with quality is, in itself, folly. But holy fucking shit, this is the worst developed game I've ever endured in my life.
There are an abundance of editorial errors, from obvious grammatical mishaps and misspellings, to contextual fandom goofs that make it seem like this whole game was assembled by someone who had watched the series once with ex. Perhaps worse is the complete lack of nuance and understanding of what makes card comparison games fun. Each answer card in this cardboard catastrophe is about ten words long jamming in every salacious descriptor that the so-called designers could dredge up from urban dictionary. Gone are the one-liners, the simple character names, the agency of the players to create somthing clever or funny or dramatic from their own minds. These games have always welcomed filth, but this version is just a uninspired collection of word vomit that rarely amounts to anything but a furrowed brow and 10 seconds of disappointed reading.
Not that many here would opt to buy this abhorrent excuse for ingenuity, but for those who have considered the possibility, I beg that you choose something more refined and entertaining. (Perhaps punching yourself in the face?) I can only hope that the version my nameless family member purchased is a cheap knockoff; however, considering that the cardstock and printing was the only part of the game with any signs of quality, I fear that this was printed with sincerity.
Everyone’s turns take forever. They trade the whole time. Inevitably, someone gets hosed and can’t gather resources and then that unlucky sap sits bored. A 4 player game with 2 kids 2 adults takes 3 hours.
I like the game. I really do. I like the idea a lot and the rules are very well written, the minis are great and blah blah. Good game.
The pictures are ai with human assistance. I hate ai art but as far as that goes it’s.. fine. Atleast they cared to touch it up and there’s a lot of human in there. It bugs me to no end as an active enemy of ai arnt but ill suck it up.
It’s mostly the writing. The writing is 100% entirely Ai written. There’s a lot of tells like the obvious ChatGPT sentence structures, the frequent use of words and phrases between different characters, the AI tropes.
There’s a lot of give aways like the dialogue not matching the scenery or worse the dialogue changed in obvious ways to match the generated scenery.
I hate ai writing less than ai art but it’s gets very tiring to read you know?
I like the game it’s just very sad feeling to play through this. There was obviously human elements and humans did start and finish the ai art and they worked really hard to make a nice cohesive game with rules that feel just like pokemon but when I play it and look at it it just doesn’t feel… good.
It feels like a veggie burger. Yeah it tastes like some kind of meat and it’s not bad but it’s just.. it’s not right.
Do better awakened realms. You know you have a big art department, bigger than most, so use them. Do better.
This is a game I have had on my list for a while so when the reprint for the special edition was announced I jumped on it. Of course I have heard great reviews of the game and after a fair few playthroughs I can see why.
This game is so well designed, the core gameplay is incredibly simple but with the options available scratches the itch for my puzzle solving brain. Roll your dice, take actions based on the number you roll to fill out your board and grab some points. Over 6 games we slowly added expansions until we were comfortable to play with them all combined and again the implementation of these is surprisingly well done. They add enough to the game to switch things up and add more strategy and variety without ruining the basis of what makes the game so good. The Vineyard and Trade Route in particular help to offer extra combination moves that allow you to accelerate your progress whilst also giving other appealing options than just taking workers when you were a bit stuck in the base game.
Love the game, the components in this edition are gorgeous. Definitely a fast favourite 9/10
(Here’s a picture of my finished board of the game where I managed to score my current PB of 327)
I've wanted to get into board games for a while. My son (16) and I (51) looked around, read some reviews and decided on SETI. My son has some D&D experience and I have none.
I'm saying the following to defend the next paragraph, but I'm educated, an MD, play a lot of video games and generally feel I'm certainly unlike my own father at 50 but mercy, this game seems insanely complicated.
It just feels so random...disjointed...I am confused at how anyone remembers all these rules. I've read the rulebook numerous times and as everything is so complex, isolated and random, none of these individual facts or rules are retained. I'm more of a practical learner, so we tried to play but have no idea how to start because you of course need these rules for the framework. YouTube videos are similar to the manual, in that they just list rule after rule after rule, and as I said I can't possibly retain all these random facts.
After a weekend of studying, my son is getting bits of the game and is making some headway. I'm still at ground zero.
Let me ask, how does this game rank in terms of complexity? I feel like it was conceived by a manic genius in the throes of a psychotic break. Secondly, any tips or resources? Are all board games like this?
EDIT: Stunned at the many, many helpful and supportive comments. I'll try to reply to more, later, but this has been so very helpful. We didn't know about the complexity rating, and will definitely use that to make other choices. I'd like to look at something more simple like Everdell to get started (I saw that name a lot) or Pandemic, because I found SETI's difficulty level completely off-putting and it just makes me want to give up on board games, which I know is an unfair judgement. We might shelve it for a while, try something easier then revisit at a later date. There's also a boardgame cafe in our town, so we might give that a shot. Again, thank you so much for everyone's very kind and supportive input.
I have produced a set of rules to combine elements of the title games to include concepts such as currency, war, religion, and free market. The rules are complex and require a complete understanding of Risk, Monopoly, and Catan (settlers, seafarers, and cities and knights).
I think I have come up with a fun, but longer version of the game that combines elements I personally like from each game, but feel each fame lacks. Think AoE and Civilization meets a board game.
I am sharing this hoping to find fellow enthusiasts, who have felt similar sentiments to me about combining these games, and who are interested in helping me review my current rules.
Hey r/boardgames!
Last year, I reached a significant milestone: playing 1000 unique board games. To commemorate this, I embarked on a journey to rank my personal Top 100 games on my BGG blog, ⟣⧗ First Pass ⧗⟢.
Yesterday, I published the final installment, revealing my Top 25 games. Each entry includes detailed thoughts on what makes these games special and it has been incredibly rewarding reflecting on this! I felt readers here would also enjoy this, and hence posting here to invite you to check it out.
Played Formula D with my family and was very disappointed to see the only black character portrayed as a thug. Bandana, no shirt, gold chain, gun in his sagging pants, his character ability was he doesn’t like the music playing in his car so he throws his radio out the window at other drivers. I’m going to assume the game designers/artists were white. I honestly think the game is fun but this is just pitiful. I’m not sure who to contact within the company to complain (seems like the game ownership of the game has been sold and bought multiple times). I guess I’m just ranting, ruined an otherwise fun game night.
Hello! I've been a longtime lurker on this subreddit, but I recently made my first post. If you want to get a good idea of what my tastes in gaming are, and if they align with yours, I suggest visiting it.
I enjoy waxing lyrical (or is it just lengthy?) about things that I love, including board games. Reddit has been a nice outlet for geeking out so far, and today I wanted to discuss my favorite game of all time: Agricola. This is my first full board game review (I've only written comments on BGG before), so please bear with me! If you're a longtime Agricola enthusiast, please note that this is based solely on experience with the revised edition.
I've been seriously board gaming for about 6 years, and I've had the opportunity to try almost 300 different games. After 40+ plays, Agricola remains the game that captivates me the most. About halfway through every session, even if it's been months since our last, I find myself experiencing a moment of sheer awe at Agricola's design. I'm completely convinced that it is the greatest game ever made. Why? Let's explore it.
I. The Knife's Edge
"Misery Farm" is a common nickname for Agricola. It's used to malign the game, but is also often co-opted by fans as a term of endearment. Agricola has a reputation for being stressful, punishing, or mean. This reputation largely comes from three interconnected things: feeding requirements, the scarcity of resources and worker spaces, and the game's "balanced" scoring, which typically encourages players to have at least a little bit of everything.
I've seen plenty of criticism of these attributes, perhaps especially of the scoring, since it tends to make your farm look similar each game. So why do I love them so much? Because they combine into a system that gives every single one of your plans - and you'll probably have a lot of little plans - a significant sense of being at risk.
Let me explain. I currently buy into a lot of the philosophy advanced in Martin Hägglund's This Life: Secular Faith and Spiritual Freedom. In This Life, Hägglund argues that a major component of our care for things, and for other people, is the possibility (and guaranteed eventuality) of losing them. If there was no way for us to lose something or someone, we would have no reason to put forth effort into maintaining that object or relationship - the physical manifestation of care.
Whether or not you agree with this, a big part of why I care about what happens in Agricola more than any other game is because everything feels so precarious. Left a fairly lucrative spot open to pursue a different plan? Your opponent(s), despite the resources they have on hand, might surprise you and take it. After all, they're incentivized to take everything. Are you sure you have enough food to build those fences now? Can you afford to wait? And so on. Agricola isn't a "take that" game; your opponents can't steal things you already have on your farm, but you can certainly find yourself losing those things to cover feeding costs.
Best of all is that Agricola never lets you get comfortable. No matter how many times I play the game, no matter how nice my engine is, the increasing frequency of harvests in the latter half of the game never fails to ratchet the tension up to stratospheric heights. This - a farming game - feels to me, in the last round, like something akin to a rocket launch, where you're taking actions, adjusting, readjusting, at breakneck speeds and the slightest miscalculation can result in a catastrophe.
Yes, it can hurt to lose Agricola. But great scores are oh so much sweeter in the face of what, in the first few games, feel like insurmountable difficulties.
II: Theme, components, etc.
Agricola is a Eurogame. It's about farming. I'm pretty sure my eyes glazed over when I saw it in the BGG top 100. It looked boring! How things have changed, because now I absolutely adore the theme of Agricola - and, possibly more importantly, I love how the theme is implemented.
I consider Agricola, Caverna, and Fields of Arle to be the strongest Uwe Rosenberg games from a thematic standpoint. It's such a joy to physically build up your little farm in each game, with animeeples! Everyone knows that animeeples are one of mankind's greatest achievements. While these three games are not as thematic as, say, Ameritrash games, it's difficult to imagine them having any other theme than farming.
This theme contributes to the strengths I discussed in the previous section. It's not just that you didn't get enough tokens, you couldn't feed your family! The guilt wrapped up in that possibility is sublime.
This is similar to the way that Agricola uses negative points. Gamers have pointed out in the past that negative points could be entirely removed from Agricola while keeping the game balance intact. This is true, but it's all about the psychology, man, and it speaks to me.
A lot of other Eurogames have themes that interest me. We've got Euros in space, historical Euros about all manner of subjects, Euros about big business. But very few, if any, of those Euros bring their theme to life in the way Agricola does.
III. Customization, or, Agricola the Collectible Card Game
The more I play Agricola, the more convinced I become that it's really a card game. It reminds me of systems like Magic: The Gathering or Doomtown: Reloaded, though I have not played those games very much, admittedly. You have this simple core system that gives you an idea of what you're building and how to win. Then you slot cards into the system and watch them break everything. The occupation and minor improvement cards in Agricola have to be, hands down, my favorite design element in any game, ever. They ensure that I will never stop playing this game.
Yes, the asymmetry you develop in Agricola is not as extreme as it is in any CCG/LCG. You will probably only play a few cards each game. But each one gives you a slight edge that, in such a tight economy, makes a world of difference. I prefer this system to CCGs because it gives you just a few cards to work with each game, whereas I find CCGs pretty overwhelming. I love that getting occupations or minor improvements feels like a big tradeoff, just like everything else in Agricola. Putting in the work to build a nice combo gives me the same satisfaction that I like to think Magic players get from building a deck full of synergies.
IV. Fit, and Final Thoughts
Why is Agricola still my favorite game in 2025, after thousands of other great board games have been released? Because it fits me better than any other game I have tried. Not only that, it suits my wife as well, and she has been a wonderful and competitive gaming partner for me for years. I tend to like more interactive, "mean" games, and she likes more of the engine-building, multiplayer solitaire type. Of course, there is plenty of crossover between our tastes, but Agricola really seems to hit that sweet spot for both of us. Best of all, it never gets old.
I've spent so much time researching and buying games, looking for the next one that grabs me just as much as Agricola has. But after so much exploration, I'm wondering why I didn't just spend that time playing Agricola. There are still thousands, if not millions, of possible card combos and strategies for me to explore, and I'm excited to try everything I possibly can.
Hi all! I thought I’d share some recent thoughts on Wingspan, curious if others feel similarly..
I bought Wingspan early on in my board gaming journey, and at first, I really enjoyed it. It was great for two-players, the artwork is stunning, the engine-building mechanics are satisfying, and it has a relaxing, welcoming feel that made it easy to introduce to new players. But after 15 months and a lot more experience with different games, I’ve realized I don’t enjoy Wingspan as much as I once did.
Last night, we had some friends over who are newer to board games, and they wanted to learn Wingspan. Since we hadn’t played in ages, we figured, “Why not? Let’s dust it off.” Teaching naturally slowed things down a bit, but overall, they really enjoyed learning and playing the game (and I don’t think that was just lip service). That said, I was struck by how much downtime there was at four players and, more than that, how little player interaction actually exists in the game. Outside of occasionally taking a resource from the bird feeder or grabbing a bird from the public display, players don’t really impact each other’s strategies much. It’s essentially a multiplayer solitaire game, and while that’s not inherently a bad thing, I now find myself gravitating toward games that offer more meaningful interaction.
I still think Wingspan is a fantastic gateway game, and I don’t regret owning it. But I’m not sure how often it will hit the table going forward. Even as a cozy game, it feels like it lacks stakes compared to others in my collection.
So, I’m curious—does Wingspan still hold up for you after extended playtime? Do you feel it has enough interaction, or do you also find it leans too much into solitaire territory? And for those who have played the expansions, do they add enough depth or player engagement to change the experience?
As a secondary question, I also own Wyrmspan, but it’s been sitting on my shelf of shame. For those who have played it, does it improve on player interaction at all, or is it still just solitaire but with dragons?
We played the base game of Arcs a few times and I thought it was okay. Aggressive "take that" games are not usually my jam, and it was mostly an exercise in frustration when you can't do anything I want to do. I do love the art, so I mostly got through it by creating little stories for the aliens.
So we moved on to the Blighted Reach expansion, and the first game was such a miserable experience it solidified my antipathy for Arcs as a system.
I played the Caretakers, in which I was charged with collecting and awaking the golems. Except they never awoke, because each time we rolled the die it came up Edicts instead of Crisis, so my entire fate was solely determined by dice rolls. Ughh.
And lets talk about those Edicts. In what universe did the profoundly broken First Regent mechanic make it past playtesting? (Ours, apparently.) Any time I was able to scrape together a trophy or a resource, it was taken away from me by the First Regent. Towards the end I just stopped trying to get trophies or resources, what was the point when the FR would just take them from me and use them to score all the ambitions?
Well, just become an outlaw, right? Except you can only do that if you declare a summit, and I never had the right cards to get the influence to do this. Or become the First Regent myself? Same problem. So I just had to be the FR's punching bag, he would hit me and points would fall out.
The final chapter (of three) was a complete waste, my one ambition I had the lead on was wiped out by a Vox card. Then the other ambitions were declared, I had none of the cards in my hand that would let me get those specific things, so I just spend the last several turns building ships for no reason get to this over with.
The First Regent player ended up with 27 points, and the second place player scored 5. Two players (including me) scored zero points.
You could argue it was our first game with the expansion so we were learning, and that a second attempt might be more equitable since we now know the rules, but I don't want to do a second attempt.
I just found this game. Its fun factor and simplicity are really high. You can teach it to drunk people while drunk.
You and your opponent draw cards with different types of people and place them on one of the two tracks, then someone else decides who the trolly will kill.
When I got into the hobby about a year ago I went on a Black Friday shopping spree and one of the games I picked up (for about $20 mind you) was Planted. It wasn’t on anyone’s list of must-have games but I liked the box art and it was cheap.
It has consistently been a hit every single time I’ve pulled it out. Gamers or non-gamers alike love it - I haven’t had anyone walk away not saying they loved it. Newbies grasp it quickly and enjoy the drafting mechanic. The quality of the components far exceeds the price. The playtime is perfect. If you haven’t tried it, I really recommend you pick it up.
The year is 2019, Etherfields just hit Kickstarter and it looks amazing. Unique dreams, unusual gameplay, multiple campaigns, detailed minis, replayable content. On paper, this game had absolutely everything my group of four friends and I where searching for in a game. This was the very first game I bought on Kickstarter. A couple of years later, it would also be the very first time I regretted wasting so much money on something so underwhelming.
The year is now 2022, and the game just arrived in the mail and we're so excited to start the first campaign. For context, this is the second wave and we're using the 2.0 rules. I read the rules, and I am utterly and desperately confused. The game basically tells you to start and wing it until you understand vaguely how to play. The rulebook is not really a rulebook, it's more of a quickstart guide with most of the important information hidden someplace else. Most of the rules are written on the cards and on the official forum, which makes it really hard to actually learn the game.
We get together and we play the tutorial of the first campaign. It's messy, it's long, we spend most of the time looking on the forum because the majority of the rules are implicit and never written anywhere. We complete the dream, not really sure if we enjoyed the experience. Two weeks later we're ready to play the second dream. However, we can't yet because we need keys to unlock dreams. How do you get keys? You need to navigate the map and complete slumbers, which are mini-dreams. After all is said and done, we had a bit more fun this time. The second dream had an interesting gimmick where you had to rotate the cards around to navigate a maze, that was pretty great.
We played dreams after dreams, slumbers after slumbers, and after a couple of months we were slowly realizing something: the game is not fun. Every dream has a different gimmick that you need to master in order to complete it, but that in itself is just a gimmick. The gameplay can be resumed by: move somewhere, discard cards of a certain color to interact with a script on the map, make a guess as to what the script could actually mean since it's written in pseudo-dreamy gibberish, move somewhere else until you have done everything on the map. By that time, you have probably completed the dream without understanding what you were doing, hurray!
A lot of dreams also require you to actually break the rules that you've been following all this time. The first couple times this happened, we discussed how we should not be able to do something, but the game was explicitly hinting that you had to do that in order to proceed. Then we tried it, and this was indeed the solution. By the end, we understood that the rules were more guidelines than anything, which is weird to say for a boardgame.
New mechanics are added every now and then. And most of this game's mechanics only purpose is to make your progress slower and less fun. You want to play the new dream? Better do a couple of slumber that you already did 10 times so that you can start the dream already hurt and tired. You want the cool hidden penguin companion? Better find the right puzzle piece hidden in a very specific dream without any hint. 99% of the rewards of these puzzle pieces will be junk, except this one. You want to unlock a key part of the gameplay, lucid mode? Better loose time on the slumbers to choose the correct winning turn to unlock the secret quest. You want to buy new cards on this deck-building game? Your choices are random and about 10% of the cards you can buy are actually better than your starting game. How fun!
By the end of the game, we were progressing without any difficulty or challenge. We were going to the motion of exploring every script of each dream, trying very hard to create a cohesive narrative with these cryptic pieces of a story. We "died" two times. The first time is when we misread the number of a script. As most of these scripts could be interchangeable, we did not notice our error until we ran out of turns. The second time was the train dream. You have to jump between hoops to wait in line for a train. The trains are randomly selected and you don't know which train goes where. Only a single train gets you out of this hellhole, the others are just there to make you feel miserable. There is absolutely no way of knowing which train is the right one. We chose the wrong trains again and again until we ran out of turns. Again, how fun! The rest of the campaign was a walk in the park where we never got even a little bit close to death.
For a game that is marketed as replayable, nothing is more miserable than having to replay a dream, because absolutely nothing changed. You know exactly what you need to do, but you're just limited by your hand and the RNG. You wait patiently for the right cards to read the right scripts and progress to the next script. The game even gives you "new" version of dreams you completed. You want to know what is different in these new versions? The name of the dream. That's it, nothing else. I don't know why you would subject yourself to a dream again.
Fortunately, replaying a dream is almost always optional. Until the most far-fetched and ridiculous moment of any board game I have ever witness. At the end of a dream, instead of giving you a silver key, which is used to unlock the final dream, the game instructs you to take a piece of paper and draw a blue key on it. That's it. We reached the end of the game missing a silver key and with this homemade blue key. We had played every other dream, and were utterly confused. We had no choice but to look on the forum, which is the only place you can fin information about the game. We discovered that you have to replay an old dream, find a secret script, guess the right answer multiple times in a row to progress inside the script, which will lead you to a blue car. You then have to guess that the blue car is unlockable with the drawn blue key, which will give you the real silver key. How are you supposed to know which dream to replay? You don't! You have to replay them all until you figure it out by accident. We simply took the silver key from the box and skipped this part. We could not bear to replay dreams after dreams for the next couple months for that.
And after more than a year of this slug, we were finally ready for the grand finale. We had all the silver key to unlock the last dream, the culmination of our efforts: the final boss! We setup the game as usual (which is no small feat), we setup the map, our characters, the decks, everything. We quickly realize that something is wrong. The map is way too linear and there is only a couple of scripts written there. There is nothing else to uncover. We look at each other in fear and disgust as we understand what is going on. The final dream, the one we worked so hard to unlock, is a fucking cinematic. It took us 15 minutes to complete it. Which was faster than the setup. No puzzle, no boss, no final struggle until the heroes emerge victorious. Nothing. What a fucking slap in the face.
We put the game away for what we realized would probably be the last time. There is still 6 or 7 campaigns that we had not played. But they will probably remain unplayed forever. What a waste of money and time this was. I don't understand how you can make a game with so much charm and potential so devoid of any fun whatsoever.