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In anticipation of an upcoming Twilight 2000 RPG campaign which I will be chronicling here on Haunted MTL, I am reviewing the game The Grizzled for January…

The Grizzled box cooperative game: Can Friendship be stronger than War? with Leader token and support tile
The Grizzled cooperative game from CMON

Let’s face it, War kills.

And you and your friends want to come out on the other side of World War I together. So you have to help each other out until Armistice is called. Play cooperatively and strategize to make that possible. Or fail and have a monument erected in your honor for what all that’s worth since you’re dead and gone so you won’t be around to see it…

The current Leader as they contemplate drawing cards, complete with Leader token, support tiles and hard knocks
View of the current Leader’s setup as they contemplate the next draw…

The game is played as a series of missions that you and your hapless best buddies are thrust into. The Leader, who changes every mission and is marked by the 3D token, declares how many cards are to be dealt on their mission. Cards are then dealt from the Armistice deck. The goal is to play as many cards from your hands as possible while still succeeding at the mission. If you make it through, the Leader gains a speech as you prepare for the next mission. Three matches in play at once and you fail, and those cards are integrated back into the Armistice deck. The total number of cards that aren’t played from the players’ hands are moved from the Memorial deck to the Armistice deck to start the beginning of the next mission. You have to work diligently and wisely to whittle away at the Armistice deck before the Memorial deck runs out or someone dies or else the whole team loses.

Another player to the left of the Armistice and Memorial decks and current mission in play with speeches to be distributed in the middle

If all of this seems overly complicated, War is hard, like a rock to scissors.

It leaves a lot of bent metal and sharp pointy edges in its wake. But you get the hang of it as you go, gaining hard knocks along the way that make War even harder. And those traps will spring the most inopportune draws at the most inopportune times… Because some days really are deadlier than nightshade, and the shells whistling through the gas attack during the coldest darkest rainiest night will be written into your worst nightmares forevermore.

Another player, who can no longer communicate in any way
Another player, who can no longer communicate.

War is also brutal.

You have to stick together and support each other so you don’t go down. You learn to signal your friends in whatever ways you can so you can all live to see another day. You hint at what speeches could help or whose luck to use or who needs support most. Because you’re all in this together and you have to collaborate to make it out alive.

The same Grizzled friends outside of the war
The same Grizzled friends outside of the war…

I give The Grizzled 4.5 Cthulus.

This is one of our favorite games and one we tend to get out when we aren’t sure what to play. It has a good run time and everyone gets involved in helping each other out and taking the Leader role so it doesn’t get weighted heavily towards any one player unless the cards stack up against them. Once you get the hang of it, it’s challenging but can be won as opposed to some of those more stacked decks where it is virtually impossible to succeed. 4.5 out of 5 stars (4.5 / 5)

Designed by Fabien Riffaud and Juan Rodriguez with beautiful art by Tignous, you can find the original French version of the game on their website here. There is also an expansion. An English version of the game, expansion and a campaign boxed set are available through CMON and can be found on Amazon. I have only played the original game but am looking forward to checking out the campaign boxed set soon.

If you would like to buy the game, click here:

Check out more game reviews on Haunted MTL here.

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Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

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2 Comments

2 Comments

  1. MarkD

    February 1, 2022 at 4:26 pm

    Honestly it’s nice to see a cooperative board game. Too many plays of Settlers of Catan have the family torn asunder in strife. This one sounds fun!

  2. Jennifer Weigel

    February 1, 2022 at 6:50 pm

    I love cooperative games. Especially among family & friends I know are very competitive. I have reviewed two other cooperative games here on Haunted MTL as well: Horrified & Sub Terra. Feel free to check them out here.

    https://hauntedmtl.com/gaming/horrified-universal-studios-monsters-are-on-the-loose/

    https://hauntedmtl.com/gaming/were-going-down-on-a-sub-terra-review/

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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