Witches of the Revolution (2017) is the newest game to combine deckbuilding and cooperative play. Rune Age (2011) is the oldest game I know in this duo-genre, but it used the tack of taking an existing game and offering cooperative gameplay as a variant, and the results were somewhat lack-luster. We’ll have to see if Star Realms (2014) and Hero Realms (2016) do better, as they both have cooperative scenarios on the way. However, Aeon’s End (2016) offered a different methodology: a pure co-op build on the deckbuilding mechanic. Witches of the Revolution continues that trend.
In Witches of the Revolution the object is to resolve events before too many pile up, ending your game prematurely. You do so by playing cards, each of which has two or more icons on it. When you put together a large-enough set of icons, you resolve the event card. There’s an important second step: whenever you remove an event card, you also get to remove a matching chit from one of your four objectives. If you manage to finish up all four of your objectives before you’re killed by events, you win.
However, those cards are multi-purpose, and that’s where the deckbuilding comes in. Instead of using a card to help with events, you can instead use it to buy cards. These go into your draw pile and will help you on future turns.
Because I’m looking at the deckbuilding aspect of the game, I’m only going to note the co-op play as it interrelates with the deckbuilding; focusing on the co-op itself would be a whole different article.
So what does Witches’ deckbuilding do, that’s interesting or troublesome? Continue reading