Unreliable Wizard and What Makes a Good Solo Game

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What irony it is that a game called  Unreliable Wizard is in fact precisely   calibrated to deliver the exact same  experience every time you open the box. Tedium. [Sad trombone] I wanted this game to be not boring. Unreliable Wizard?! I live for that title! Backed  the crowdfunding campaign,   rule book unseen, because my gosh  what a title! What self-expression! Get in the bin Hemingway, here's  a short story in *two* words. And I take no joy in saying this. I absolutely  have no desire to trash a little board game that   couldn't, but Unreliable Wizard  should have remained just that. A title. The gist is that you are the unreliable  wizard - I mean, you'd hope so wouldn't you? You travel across a map composed out of cards,   trying to reach the end and defeat  the boss, and rescue the princess. If you die along the way you lose. The way you don't die is by getting better  at casting spells that do more damage. There are eight other monsters on  the map and if you defeat them,   you'll get a reward - either a  companion that increases your damage,   or more spell components that  lets you cast more complex spells. The problem is that fighting these  monsters will reduce your health,   and also travelling on the  map reduces your health. So maybe that's where the game  lies - in clever selection of   what terrain you will travel on,  and what monsters you will face... Dear viewer, absolve yourself of such notions  because none of these decisions exist. The simple gist of Unreliable Wizard is  that you just do everything that you can,   and whether you succeed or fail largely  depends on what cards you draw when. Each time you do face a monster you won't   know what monster you will face  or what reward lies underneath. 'Ha-ha!' You might say. Your  information - it's unreliable. No. It's not unreliable, because for something  to be unreliable, it first needs to be. When you encounter a monster, you immediately  fight it. Reduce its health to zero, and you win! Each combat round you are allowed to compose   your spell book from any spell  component cards you possess. Then decide on a number of cards to  draw - which can be any amount you like   up to four - and as long as one card remains  undrawn. And then simply draw that many cards. Each card you draw is a dip  into the forbidden arcane laws. Or, in rules terms, one damage to you. However, if you found more  advanced spell components,   these might combine with the basic  ones for bigger blasts of energy. Including the advanced spells into the pool  of cards you draw from is a risky proposition. If you draw them...but...nothing to actually  combine them with, then they do nothing. To round out this roulette of unreliable spells  is the second grimoire, which you might find as   a reward for defeating a monster, that expands  your spell repertoire to ridiculous blasts. Once again, if you draw the right cards. Again, this feels like a setup  for decisions. Not only do you   get to choose which cards you  draw from, but also how many. And after all, each dip into chance is a  precious health that dwindles so... reliably. Each monster also has resistances  to certain colour spells,   and what terrain you encounter the  monster in also affects its defenses. Finally, your companions will also increase  the damage of certain colour spells,   on top of whatever ability they offer, leading you   to specialise in different  runs with different colours. The promise of that is so rarely  delivered in gameplay that I wouldn't   be particularly wrong if I said those  decisions just don't come up at all,   and you jam in every card you can - draw as  much as you're allowed - and hope for the best. Sometimes, red spells will obviously be bad,   no matter how you slice it, so you  just don't put the red cards in. That is technically a decision, as much as it is a   decision to eat when you're hungry  and there's food in the fridge. It is solitaire automatic (and by  solitaire I mean the card game,   not solo games. You know what I mean). The map you travel on is  perhaps the biggest let-down. It is the same exact map every time you play. Each terrain costs progressively more  health to travel, whereas some locations   give you a once per game heal boost. But the puzzle is identical, and  some spaces are even superfluous. This hex? It has no reason to exist. There is no tactical decision you can make in this  game that would give you a reason to go there. Why does it exist?! Who knows?! But what I do know is that you can reliably   draw the most sensible path and  follow it each time you play. This monotony can be broken up by companions. When you defeat a monster you'll get some health  back, and also sometimes get spells as rewards. Other times, companions. Each companion increases damage  in one spell colour or another,   but that depends on which side  you select when you obtain them. The different sides also have different  permanent abilities, such as a health   discount on certain types of terrain, or  extra damage to certain kinds of monsters. In fact, the difficulty of any given play is   largely determined by what  companions you draw when. If you fish out the princess that gives  you a discount of two health on card   draws in combat in your starting setup,  congrats! You've already won the game. Whereas, if you find her just before the final  battle, it's not that she's not useful. It's that   most of her potential has already evaporated  away together with any sense of tension. Which is where you might say 'Aha! But companions  have two abilities - just use the different side!' And my answer to that is... Yes. Automatic decisions. And thus you trundle through the  same map, fighting the same monsters,   getting the same rewards, drawing the  same cards, casting unreliable spells. Will it do enough damage? Arghhh, not this time! The monster  will strike back. Let's try again! On and on it goes. And it's such a shame too  because aesthetically and   conceptually this is such  an appealing proposition. I already said I love the title,   but there's something to be said about how  cute and dorky the eight-bit art looks. It's minimalist, gets to the chase with  charm and style, and carries the tone well. There's a little select arrow above the wizard! I want to like this! It looks so good! It's  a great package, a brilliant little product. I wanted the game to match that. The issue isn't that this is a wizard on rails. I mean, no, that is an issue - but the  actual issue is how binary the results are. Every time you fight a monster, you either succeed  or fail with some semi convoluted card draws. If the wizard is indeed unreliable, I want  it to cast a fireball in its own face,   summon some sort of an interdimensional  demon, turn the paladin's sword into a ladle, shower the continent in confetti! Now, it will consistently  and reliably do X number of   damage every turn where X is a random card draw. But... Okay, there's no redeeming this  game. Even with an expansion. But I wanted to showcase what makes an interesting  solo only game and give you some examples of games   that succeeded in the past, including one  by the same publisher as Unreliable Wizard. A solo game has no opponents, so how does a  player win if they have no one to compete against? The less elegant solutions are to introduce  an AI opponent or score attack. But the most   clean way to do this is to create a  binary win-lose system, and to create   tension in that environment you need to include  a randomiser such as card draws or dice rolls. If you didn't include a randomiser,   you did not design a solo game,  you designed a solvable puzzle. Often randomisers determine  whether you succeed or fail. Roll a die, did you get the right number? Please proceed forward... not  you though, you rolled a two. So now we arrive precisely at where  Unreliable Wizard stands, but the real   challenge of designing a randomiser is for the  results of that randomiser to produce choices. The luck isn't an issue, it's a matter of  being able to do *something* with that luck. Let me show you a game that does this very well. Witchcraft! is an absolutely agonising puzzle. A deck builder that asks you to send your  witches to missions of do-goodery to convert   the local towns folk into favourable  jury members in an upcoming witch trial. Each of these missions features a difficulty,   but also a bunch of obstacles that you cannot  see until you commit to doing that mission. These obstacles offer hindrances such as  gaining an extra duff card in your deck,   which does doesn't do anything and is annoying. Or benefits like recruiting  an extra witch into your deck. The problem is that all of these  cards also have a difficulty number. So you have to decide how much you're  going to commit to the mission,   to the obstacles that you want to overcome,  and to the benefits that you want to get. In addition to that your witches themselves  are a delight of various powers and abilities. However, when you select a witch  to send to a mission you have to   decide whether you're going to send  her on her hidden or revealed side. Revealed witches have much stronger abilities  but are permanently removed from your deck as   soon as you play them, which is a squirm-inducing  decision - not just because missions only get   harder and every witch matters, but also  because witches play off of each other. Encountering a mission that's harder than  anticipated asks you to sacrifice potential   boons for future missions, in exchange  for breaking up really powerful combos. Thus you have a randomiser - in this  case deck building and card draws. But failing to draw the right  numbers isn't the end all and be all. The question is what you can extract from  that failure. It's the difference between   putting a coin in a slot machine and feeling  numb, and an all-out organised casino heist. No play of Witchcraft! feels the same. In part, that's because there's  so much variability in what your   deck will look like, in what  missions you'll have to face,   what jurors you'll have to convince... but  mostly it's because no decision feels alike. It's always a different conundrum and that  makes for a truly exceptional experience. But what if it's not the same puzzle every time? Solo games are enriched when  they have multiple scenarios. Witchcraft! does this with its campaign  mode, but so do other solo-only games like... One Deck Galaxy, a game we've reviewed in  the past and the link is in the description. It lets you compose your character by  combining your home world with your   society, with five of each included in the box. There's also five different adversaries  and multiple difficulty levels. This modularity isn't a panacea and  it won't make a bad game amazing. But it does let you tailor different  strategies towards different challenges   by adding multiple spaces to explore, and  a difficulty adjustment might reveal new   depths that weren't evident in  previous less demanding plays. Finally, a solo game can make randomisers  tremendously more interesting by strategically   choosing which information to reveal  and which information to keep hidden. In Unreliable Wizard both the  monsters and the rewards are hidden,   meaning you probably want to visit  all of them in a given play to   ensure you find the right components  for whatever build you're going for. Whereas say, if either the monsters or the  rewards were visible, you might be forced to make   more strategic choices in terms of which monsters  you'll fight or how you'll travel across the map. A game that does this excellently is  Maquis - a harrowing tale of French   resistance soldiers gathering supplies and  completing missions in an occupied village. Each turn, you will send one of your  fighters to any of the locations in the   village to gather food, medicine, supplies,  guns - things needed for the resistance. However, after you do that you have to draw   a patrol card - which tells  you where to place a guard. If guards ever surround the escape route and  corner your fighter, it is permanently lost. Thus, each dip is an agonising  roll of a roulette of death. You can play it safe by tracing a line of  fighters who will create a safe passage back,   but then you are not achieving enough with your  placements because some locations are just duds. But fear not! For pushing your  luck is far from arbitrary. The deck that reveals guard locations has  odds and probabilities that you can learn. Especially if you print out this  fan-made player-aid from BGG. Adding layers and layers of information simply by   choosing to make the discard pile  of this deck open information. Maquis has all the other bells and  whistles, like multiple mission cards   that basically let you craft custom  scenarios and modify their difficulty,   and variability by letting you build  special buildings in the middle of the   board - like this safe house that is basically  a second location my fighters can return to. Ha-ha guards! Take that! Can't catch me! Unreliable Wizard is such a shame, especially with an expansion  that increased variability   and difficulty but failed to make that  variability produce meaningful choices. It is okay for a little box where you  just sit with it and waste some time,   because we all need that sometimes. But there's just better games  to spend your time with. See you soon.
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Channel: No Pun Included
Views: 33,749
Rating: undefined out of 5
Keywords: no pun included, board game, review, npi, boardgames, boardgamegeeks, brettspiel, brettspiele, jeuxdesociete, tabletop, games, juego de mesa, gamenight, bgg, best board game, good board game, best board games, hot board games, thinky games, susd, watch it played, dice tower, strategy
Id: To5IbeBIWYo
Channel Id: undefined
Length: 13min 42sec (822 seconds)
Published: Mon Apr 29 2024
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