I’m a board gamer, a terrible one, as well as rpg enthusiast.
I’ve got a decent BG collection and a terrible win rate. I prefer games with
just enough luck that I can blame something else for my loss. Cooperative games
serve that purpose as well- I can point to “collective” bad moves rather than
my dumb play. So I dig Castaways, Marvel Legendary, Pandemic Legacy, and related games. Evil Hat’s new Dresden Files Cooperative Card Game falls squarely into that niche. And
it’s one of my favorite games of the year.
RITUAL COMPONENTS
DFCCG’s set in the Dresden
Files universe (aka “Dresdenverse”). As I’ve mentioned, I have an “GM prep”
level of knowledge about vs. a reader’s knowledge. This game delves deep into
that world. On the one hand you have character sets, each with a divider, two
special cards, and a twelve card deck. Each has a nice flavor and decent
illustrations. They cover all of the biggies. None of the DF experts I played
with went “Oh, they should have had X.” They also have thirteen card case
decks, each one built around a particular novel complete with those events and
characters. There’s also a larger “Brief Cases” deck if you want to randomly
generate case.
The board has two rows of six cards. You shuffle and deal
out the case cards to those rows. Each card has a “range”, so those furthest to
the left are at range 1, furthest to the right are range 6. Card effects can
only reach a certain distance. Each case contains enemy, mystery, obstacle, and
advantage cards. You add damage tokens to enemies to remove them; clue tokens
to mysteries to clear them. Obstacles and advantages have specific cards to clear
them. In the end, you’re trying to have more mysteries cleared than enemies
left on the board. Do that and you win. Anything else, you lose.
Each player shuffles their deck and draws a number of cards
based on player count. More players, fewer cards. Here’s the thing: unless a
special ability or card result triggers it, you don’t draw any more cards. That’s
it. Those cards are a huge resource. Fate Points are the other resource, you
have a shared pool of these you spend to play cards. To get those points back,
you have to discard a card as your turn, regaining FP equal to the card’s cost.
You also have Talents, special tricks which usually activate
when you discard for fate, and a Stunt you can (usually) only activate once per
game as an action. If you know the Fate rpg,
you’ll recognize the game’s terminology. For example, you play a Create
Advantage to gain Advantage cards with an immediate benefit. You play an
Overcome to remove an Obstacle card which has a global negative effect. As
well, you use Fate dice for
randomization. I dug that and it didn’t get in the way for non-Fate folks. In fact, I’m kind of hoping
it might serve as a gateway for non-rp players into DFAE or the regular DFRPG.
It’s clever.
THE LAWS OF MAGIC
Throughout the game you have a tight, tight economy. You can
use your Stunt once, and it’s usually potent. You have a limited hand of cards;
you can talk these about generally but can’t show or give the specifics to
other players. The table has to to negotiate about the use of fate points and
replenishing them. Timing means that you may have to discard a valuable card
just to keep the game from ending. If you can’t do anything, you have to pass—but
that costs a fate point.
Which brings us to the end game. If you have to pass and
there’s no FP, you go to the Showdown. If you try to play a card with a
randomized FP cost and it’s more than your fate pool, you go to showdown. If
the team agrees that you’ve hit all that you can do in the main play, you can go
to Showdown.
Each case has a Showdown card. In this phase, you get one
more shot at any enemy or mystery with at least one token. You roll a number of
Fate dice listed on the case’s
showdown card. Positive results add more tokens, potentially taking the card
out. If your group has Fate points to spend, you can *slightly* raise their
odds. The costs and odds depend on the case. That makes deciding to go to
showdown an important calculation. It’s a neat shift and breaks the gameplay up.
You finish a collective discussion on how to mitigate chance and risk. It’s a different
kind of puzzle than you’re facing the first part of the game and makes a
distinct final act.
HITTING THE TABLE
Puzzle’s a good way to describe DFCCG. But it’s not a fixed one.
You have several set up variables. First, the character selection impacts play.
Each one has different abilities and a different balance of card types. The
latter’s helpfully noted on the card dividers. Second, you have how case cards
actually land on the table. If a problematic Obstacle’s further away, you may suffer
under it longer. If you have a clot of bad guys at the front, it will be harder
to solve mysteries. That changes up your play every time. Finally you have what
you actually draw to start the game. There’s ratio of different cards, but your
hand still might end up heavy in one aspect, forcing you to shift strategies.
DFCCG has the same modularity as Marvel Legendary, and that’s something I adore. The Brief Cases
cards I mentioned earlier have a set guidelines for different case deck
compositions. That’s complemented by different Showdowns you can pick or
randomly choose to shape the challenge. There’s a lot of replayability. I’ve
played the first case (Storm Front) six
times, with player counts from 2 to 5. I didn’t get tired of it. Playing on
easy (the max starting Fate in your pool), I’m 50/50 win/loss. Each game felt
tight. The second case, which I’ve played once and lost, feels different than
the first. There’s smart design across the board here.
It’s also a game you’ll finish in 30 minutes, often less. Player
count doesn’t heavily change that- it played well at all sizes. Even including
teaching time, I don’t think we’ve broken that range. I love, love Legendary, but this game has the
advantage over it in play speed and set up time.
SHOWDOWN
I backed the Kickstarter, so I got the full spiel. Dresden’s
base set comes with five characters, five cases, plus some side jobs cards.
Each of the three expansion sets have two new characters and two cases, plus
add-ons for the side jobs deck. I think you could easily play and get a solid
value out of just the base set. The expansions augment rather than change, so I’d
say pick them up if you dig the game. They add a lot.
With seven plays, I’ve only just begun to dig into the game.
We haven’t pushed past Case #2 (Fool Moon),
but I’m looking forward to it. I’ve enjoyed it and all nine other players I
taught and tried it with dug it. It has gone over with Dresdeverse aficionados
and newbs equally well. This is definitely going to be my go-to ‘fast co-op’
game as well as a pick-up game I’ll always take with me.
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