New to Me: Winter 2018 — Another Season of Co-ops

For the last few years, I’ve been working on a book about the design of cooperative tabletop games with my co-author, Christopher Allen. We’ve recently finalized a contract with a publisher, and we hope to be offering the book to the public before the end of the year. That means that it’s our last chance to consider new co-ops before we lock the text down on July 1. So, this quarter, I played a lot of co-op games, and they’re all discussed here. (This isn’t the first time I’ve had a co-op heavy quarter, and it’s all been because of this book.)

As usual these ratings are my own feelings about the game, as a medium-weight gamer; they don’t necessarily represent the overall quality of the game. In fact this time, I’m well aware that I low-rated a few different games that are well-loved, and might be good designs for the right audience. And, as usual, these games are new to me, though a few are slightly older.

The Great

Robinson Crusoe (2012). Co-op #1. This is already a classic co-op — and a well-received one. After a play, I can see why. The heart of the game is serious resource-management play. If I wrote an elevator pitch for this game, it’d be, “what if Agricola were a co-op?” So you have to feed everyone, and that’s tough enough because it requires dangerous hunting and slightly dangerous gathering. But you’re simultaneously choosing a lot of other actions, such as exploring your island, building inventions, improving your shelter, and doing whatever’s required to finish the game successfully.

Robinson Crusoe is one of those games where you simultaneously feel like you need to do everything, and where you don’t ever have enough actions to do so — which is a tension that’s at the heart of many very successful designs. This feeds very well into the co-op system, creating a nail-biting game where things seem to be getting constantly worse, as your team becomes increasingly wounded and demoralized, but where you’re simultaneously advancing toward victory. Continue reading

Co-Op Interviews: Corey Konieczka

Corey Konieczka is the VP of R&D at Fantasy Flight Games. He may also be the most prolific professional designer of cooperative games, with a half-dozen games to his credit. He’s best-known for the traitor game Battlestar Galactica, but he’s also designed two true co-ops — Gears of War: The Board Game and Space Hulk: Death Angel – The Card Game — and two overlord-led co-ops — Middle-Earth Quest and Mansions of Madness. Finally, he was involved with developing the second edition of Descent: Journeys in the Dark.

This interview was conducted by email in May, June, and July of 2013.


Shannon Appelcline: Thanks for talking with me, Corey. Let’s get started with the basics: what got you involved with the cooperative genre in the first place?

Corey Konieczka: Co-op games are very exciting to me because they can provide unique social experiences. The emotion of playing a co-op game can be drastically different than the emotion of playing competitive game. Knowing that you need to rely on teamwork to win leads to dramatic events that you won’t find in too many other games. You can have those moments where everyone is cheering and high-fiveing around the table; you don’t get that often in competitive games.

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