CO-OP: the co-op game Designer: Richard T Saunders Publisher: ReTurn from Subroutine LLC 1-5p | 45-60m | 12+ |
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Game Overview:
CO-OP: the co-op game is one of a slew of games that have been recently that use a game mechanic as part of the game's name and theme. I've also played Deck Building the Deck-Building Game, and even started designing my own Worker Placement the Worker Placement Game. About two years ago Greater than Games ran a contest for designers to come up with a [Game Mechanic] the [Game Mechanic] Game. They had over 80 entries and ended up publishing at least one of them. But there were a ton of other great games that came out of that contest, too, one of which was CO-OP: the co-op game. CO-OP: the co-op game successfully funded its own Kickstarter campaign in December 2016 and was shipped out to backers in February of this year. They sold out of their print run in June, but you might still be able to find a copy or two in some of the game stores in Arizona, where ReTurn from Subroutine LLC is located. If there's enough interest there may be a second print run, so read on to learn more about CO-OP: the co-op game and see if it's something you'd be interested in!
In CO-OP: the co-op game 1-5 players work together to try and save their small co-op store from being taken over by Mondo Mart, the big grocery chain moving into town. Each character is either a Hippie (more concerned about feeling great and helping customers) or a Bizzie (more concerned about the money and logistics of running a business). Players must cooperate to balance product sales with stocking the shelves, all while keeping everyone feeling pretty groovy.
Components & Packaging:
Many times when I get prototype games sent to me they're printed at The Game Crafter. This is great for prototypes, but published games feel a bit lacking when they're printed at The Game Crafter. The box is thinner, the cards aren't quite as nice, and the other components are a bit cheaper than what you'd expect from a published game. On top of that, the expense is a lot more. These are usually acceptable trade-offs for getting a small number of decent quality prototypes printed quickly, but don't make for a great first impression for a published game.
CO-OP: the co-op game was printed at The Game Crafter, which explains why funding to fulfillment was only about two months. However, with that speed came reduced quality. That said, I'm always happy with the quality at The Game Crafter for prototypes and there's nothing about the production quality that affects the gameplay.
The artwork in CO-OP: the co-op game is mostly a mixture of clipart illustrations and stock photos. Graphic design on the cards is about as simple as you can get, and the artwork that is custom for the game is basic cartoon characters. The artwork doesn't really feel cohesive, with a mix of cartoons, clipart, photos, vector graphics, and CGI it feels like it was pieces together from Google image searches. The flavor text on the cards as well as some subtle jokes, keep the cards interesting and fun, but don't really add to the visual flair.
Overall, the component quality of CO-OP: the co-o game is just adequate. The game is playable, but no one will be wowed by the components or artwork. There are some funny jokes hidden in the artwork (like the Tofu Turkey, and the Tofu Cornish Hen that use the same image, just a smaller version for the Cornish Hen), but that's more to do with the theme and humor in the game than the component quality.
Score: 4/10 x1
In CO-OP: the co-op game 1-5 players work together to try and save their small co-op store from being taken over by Mondo Mart, the big grocery chain moving into town. Each character is either a Hippie (more concerned about feeling great and helping customers) or a Bizzie (more concerned about the money and logistics of running a business). Players must cooperate to balance product sales with stocking the shelves, all while keeping everyone feeling pretty groovy.
Components & Packaging:
Many times when I get prototype games sent to me they're printed at The Game Crafter. This is great for prototypes, but published games feel a bit lacking when they're printed at The Game Crafter. The box is thinner, the cards aren't quite as nice, and the other components are a bit cheaper than what you'd expect from a published game. On top of that, the expense is a lot more. These are usually acceptable trade-offs for getting a small number of decent quality prototypes printed quickly, but don't make for a great first impression for a published game.
CO-OP: the co-op game was printed at The Game Crafter, which explains why funding to fulfillment was only about two months. However, with that speed came reduced quality. That said, I'm always happy with the quality at The Game Crafter for prototypes and there's nothing about the production quality that affects the gameplay.
Between the very basic artwork and prototype quality components, there's nothing in CO-OP: the co-op game that will 'wow' you. |
It may be just clipart, but it is used to effectively push the game's humor. |
Score: 4/10 x1
Rules & Setup:
The rules are very thorough. Almost too much. The rule book is pretty dense and has a lot of superfluous information that probably could be cut out to make understanding things a bit easier. That said, the game is really pretty simple.
The rulebook will greet you with walls and walls of text - 16 pages worth! The setup alone covers over four pages and this photo of the game all laid out is the only graphic in the book. |
That's a lot to set up. A board could take care of a lot of the fiddliness. |
In the Stuff Happens phase a Happenings card is revealed. This is usually a penalty or obstacle that affects the players for that day, and occasionally in the future, too, if the problem isn't resolved. Sometimes the Happenings card does nothing, sometimes it's pretty situational, and occasionally it's something that can be avoided by doing something silly in real life. Usually though the Happenings card is a problem that must be overcome or something that prevents certain actions from being taken.
These are usually bad news, but occasionally they're not too bad, or maybe even good. |
On your turn you can Frolic to increase your Vibe, Meditate to gain more Groove cards, Work to sell Goods, or Cooperate to get other various benefits. |
Groove cards are good, but sometimes better for specific characters or in certain situations. |
You can also go Frolic in the Park. This will let you increase your Vibe, which must be elevated to Groovy or Awesome for all players before the end of the game. However, you can only get your Vibe to Okay by Frolicing, unless you have a special ability (like Sunshine Freespirit's ability to increase other players' Vibe above Okay when she Frolics in the Park - yes, many jokes ensued from this ability).
When Sunshine Freespirit frolics she does it through inspirational dance, or at least that's what she calls it... |
After each player has taken an action the End of Day Maintenance round begins. Each player takes back their character pawn and the Happenings card for the current day is flipped (as long as it doesn't have ongoing effects). If it was Friday you'll also get to move some Goods from the Warehouse to the Store. Finally you'll move on to the next day. Eventually you'll get to the Game End card, which signifies the last day in the game. At the end of that day you'll check to see if you saved the Co-op from MondoMart by accomplishing the goals in the scenario that you're playing.
There are actually four different scenarios (six with the mini expansion). So instead of trying to save the co-op you might be trying to save your kidnapped friend, or running a fundraiser. |
Score: 6/10 x2
Gameplay:
Unfortunately the gameplay itself is pretty ho-hum. The mechanics work well, but there are few interesting decisions. We felt that there was usually an obvious choice for each player and limited opportunity to explore various strategies. Occasionally we had some good discussions on the sequence that we should play cards, who should work and who should take other actions, or how we were going to match customers with the products they'd want, but overall I felt that the cards we were randomly dealt affected our decisions more than our decisions affected the gameplay.
The biggest hurdles in the game seemed to be not having the best Groove cards to do what we wanted. While this did drive us to consider alternate strategies to accomplish our goals, it also highlighted the randomness in the game. In one game I played nearly all the customers we got weren't co-op members, so we were losing vibes a lot, but in the next game every customer was a co-op member, so keeping the vibe up wasn't a problem. You'll also need cards that let you get more products into the store, and if they don't come up you just can't do much. We always felt that our decisions were eclipsed by just the luck of the cards.
While every turn felt like we had decisions to make, more often than not they felt like decisions on how to mitigate the luck (good or bad) best. |
CO-OP: the co-op game is also very alpha-player prone. Because there aren't many tough decisions there's not a whole lot of discussion needed. So if one player is faster at identifying the optimal move it's very easy for that player to drive the game. When I tried playing with my sons they had very little involvement, which they were fine with since the theme didn't really interest them and that meant they had more time to act like goofs. When I played with my game group there was a bit more cooperation, but there was usually an obvious choice, so still very little discussion.
It's real easy for the game to become a solo game with one player making all the decisions since the hands are open and there is no set turn order. |
Score: 6/10 x3
Replayability:
I really didn't feel that there was much here to make me want to play multiple times. I had fun playing the game, but most of that came from the theme and silliness that arose from the game flavor, not because it was a very compelling game. If I found someone who wanted to play I wouldn't really turn down a game, but it's not something I'd suggest or pull out on my own to play.
Lots of silliness and jokes keep the game fresh for two or three plays, but after that there's not much game to keep the interest up, even with six scenarios. |
General Fun:
Even though the gameplay felt random and not too engaging, we still had a ton of fun playing CO-OP: the co-op game. But this came mostly from the theme and flavor. The game is packed with hippie/health nut/new age humor. From the silly products that you can sell (like recycled crayons that are edible, free range avocados, tie-dye underpants, or a Nixon bumper sticker) to the crazy Groove cards (everyone gains a Vibe when Stevie Ray Hendrix and Thankful Fish play a concert together, or negate a Happenings card if everyone sings a catchy tune together), the cards will keep you laughing. They work best if you play in-character, too. We found ourselves making all sorts of our own hippie jokes, laughing at the cards, and just generally having a good time while we played. Our kids were over in the corner playing Rock Band and learning Clash songs while the dads were singing Age of Aquarius at the other end of our FLGS. I'm not sure who was having more fun!
A number of the cards encourage you to sing, thumb wrestle, and do other silly things. |
I'll take an 8-track of Thankful Fish and a Recycled Water to go. No, not the yellow Recycled Water, the other one... |
Overall Value:
Wow, is this game expensive for what it is. But that's what happens when it's printed on demand at The Game Crafter. As I said above, The Game Crafter is great for prototypes, but it's not really economical for a bigger print run. CO-OP: the co-op game can be bought from the ReTurn from Subroutine website for $39.99 plus $7.20 shipping (it was $28 + $6 on Kickstarter). For a game that is less than 200 standard cards, a few jumbo sized cards (3.5" x 5.5"), and a few other pawns and bits, $40 is a lot of money. I'd expect this to be closer to $25, maybe even less, given the low quality of the artwork. However, the first print run is sold out (except for maybe a few game stores in Arizona), so there's a chance that they may do a second print run and maybe it'll be cheaper? I don't know...
Maybe this card is what makes the game so expensive... |
Final Thoughts:
CO-OP: the co-op game has a ton of fun flavor and theme. I had a lot of fun playing with my family and friends, especially when players got into the hippie character mindset. However, the gameplay felt dull and random and the price is outrageous for the component quality.
The game is funny, and there are even a number of meta moments, but it's not enough to save the CO-OP. |
Overall Score: 53/100
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