Yggdrasil
is a cooperative board game in which the players unite as Norse gods to
defend against the mythological monsters marching on the titular world
tree. You don't win the game so much as survive it; one card from a deck
of enemies is revealed at the start of each player's turn, and you must
stave off defeat until the deck is exhausted.
In
the way of most co-op games, it's fiendishly difficult. (By which I
mean it's challenging, not necessarily complex.) The system is stacked
against you, and random chance can make any one playthrough particularly
tough. This is sort of expected in a co-op game, and not really a mark
against it. But the game does have issues that soured my experience.
First,
it does not scale well for the number of players. To be fair, the
rulebook does warn you that the game will be harder with more players.
This is because an enemy card is revealed at the start of every turn.
Each player can cultivate a narrow specialty against a particular kind
of enemy, but they only get to apply that specialty when their turn
comes around. If you're good at a thing that becomes a pressing concern
during some other player's turn, the group may have to wait a while
until you can "take care of it" -- and that's time you may not have.
Yggdrasil claims it can be played with up to 6 players, but it felt to
me like any more than 4 wasn't truly practical.
Second,
there might be a bit too much randomness in the system; there certainly
is for my taste, anyway. There's the shuffled deck of enemy cards that
determines where the players must focus at what time. There are bags of
chips (containing "hits" and "misses," loosely) from which the players
must draw to accumulate strength for attacks. Then there's a die that's
rolled both during combat resolution and to apply some of the game's
effects. Any one or two of these sources of randomness feels pretty
typical of the co-op genre, but all of them together makes for what
feels to me like a too wide a variance in difficulty.
Third
-- and most discouraging in my experience -- is the design of the
characters each player assumes. Everybody takes a particular Norse god
-- Thor, Odin, Freyja, and so forth -- each with its own unique ability.
This is the backbone of a good co-op game, in my view: give each player
their own way to affect the game as no one else can, and everyone is
much more likely to feel they're contributing in some way to the group.
Some characters in Yggdrasil have powers that can be disproportionately
undermined by negative effects during the game. While some character
abilities are applied quite generally, others are tied to specific game
actions -- actions that can be turned off or rendered useless during
play. Put another way, the game gives each player a "role" to play in
the group... and then can proceed to make it impossible to pursue that
role. That in turn can make a player feel useless to the group effort,
or even a detriment.
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