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Chrono Team Go! Review by Bill Ivie

1 year ago 81

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   Quick Look: Chrono Team Go!


Designers: Matthew Aisthorpe, Gary Morton
Artist: Jakub Rozalski
Publisher: Brain in a vat
Year Published: Currently on Kickstarter (for 4 more days! link at the bottom of this review!!)

No. of Players: 1-4

Ages: 14+

Playing Time: 30-60 minutes.

Find more info HERE.

From the Publisher:

In Chrono Team Go!, you and your team of heroes must work together to uncover powerful relics, navigate shifting pathways, and escape the ever-changing Rift before it consumes you. Every decision shapes your destiny – will your teamwork be enough to survive the rift?

Chrono Team Go! is a cooperative board game for 1–4 players, blending strategy, teamwork, and adventure. Designed as a perfect gateway game, it introduces new players to exciting board game mechanics while keeping seasoned gamers engaged.

Whether you’re a casual player or a strategy veteran, this game brings families and friends together for thrilling cooperative fun!

Disclaimer: The publisher provided the copy of Chrono Team Go! The opinions expressed in the review are completely my own. 

Review:

Overview:

This tile laying game pulls in a bit of press-your-luck mindset to generate a unique feeling adventure that is engaging to the players. The cooperative nature keeps the players involved consistently. The exploration of “the rift” makes each game feel unique. This can lead to varying levels of difficulties depending on the draws from the deck. Some games can feel incredibly elementary if all the draws are good while others can feel almost impossible if the draws are bad. The balance is there and becomes apparent after multiple plays, but players will need to give this one a chance and not pass judgement too quickly.

The Rulebook:

It is important to note that this review is being written based on a promotional copy of the game. The rulebook is still being refined before the final product arrives to players.

The note that this is a promotional copy is incredibly important here as we dive into the rulebook. The rulebook does a good job of laying out the components and the game overall, but lacks a level of detail to make the player feel like they really know what’s going on. 

The game itself is intuitive enough to use what few details the rulebook provides to understand what needs to be done in the game. As the game gets closer to a published reality, the rulebook will become more refined and address some of the minor issues that are present. For now – note that the rulebook would get you 90% of the way to a full play and you’ll need to use some interpretation to get completely there.

The Play:

Games that give a variable play board are interesting because each game feels completely unique. Players draw three rift tiles to their hand and will place tiles on their turns, building out the sprawling map as they play. Tiles connect in ways that form portals that allow the hero to traverse from one tile to the next. Depending on the type of portal formed by the two halves on the cards, the player will either be granted a reward or suffer a risk. Heroes need to maintain their health while trying to uncover three relics before eventually escaping the rift. Heroes also each have their own power mechanic that can be used when they lay tiles that match the color of their hero. Escaping the rift isn’t quite as simple as it seems as the players will take damage in the form of rift burn as they transport out and need to be able to survive the damage in order to achieve victory.

The replayability is here, if you want it. Digging for relic cards from the reward deck while navigating the various perils in the risk deck is a mechanic that lends itself well to the theme here – every game is different. The board, the cards and even the heroes can all be different from previous plays, giving this one the depth needed to come back to the table more than a few times.

The solo mode works well, whether playing multi-handed or true solo. The puzzle that lays out in the tiles can be engaging and frustrating, depending on the draw.

Components:

It is important to note that this review is being written based on a promotional copy of the game. The final components may differ from what is being reviewed.

The game is primarily made up of three decks of cards. The rift tiles are square and printed in a way to form a puzzle that connects and winds across the table. The size of the squares is adequate for both the table space that will be consumed and the gameplay itself. The quality seems on par with most card based games.

The other two decks – the risk and reward decks – are fairly standard card components. Their quality is decent and nothing extravagant. They shuffle and play well and seem to be holding up to the first few playthroughs. They could likely benefit from sleeving should you decide this game will be on your table frequently.

The game pieces are simple meeples and cubes. Small, wooden pieces that help you track where your hero is in the rift as well as the health of your hero on the card.

Ultimately, the components are where this game could shine a bit more. Hero standees instead of ordinary meeples, dual layer hero boards to keep the cubes where they belong and true cardboard tiles instead of card stock would take this game from feeling ordinary to feeling like a fully developed work. Publishers have to navigate cost versus presentation, but this one could benefit from a few, small upgrades. 

Thoughts:

The game is quick to learn, which I can appreciate. It gets on the table and into playing it very quickly, even with the noted rulebook issues. The gameplay itself moves pretty quickly and I’d say the playtime, once players are comfortable, probably moves more to the 30 minute length. 

It is a decent co-op game that feels like it needs just a little bit more. Whether that’s more rift tiles to give some variety, some additional ways the heroes can interact or even a slight upgrade in the component, the game just feels like it’s “almost” there. 

As noted, if you’re giving this one a try, you’ll need to give it multiple plays before passing a true opinion. The card drawing aspect gives variance to the game and adds to replayability but can also lend to drastically different experiences playing the game. 

Conclusion:

The clock is ticking on Kickstarter as I put this review together. Backing the Kickstarter will cost around $30, which is not unreasonable for the game you’re getting. 

This one is a game that needs to be given multiple plays to fully appreciate, so the price tag is fair for the amount of time you’ll spend with the game. That said, it still feels a bit repetitive after a while and there’s little that you can do to circumvent that. Additional heroes or future expansions could put this one on the table a lot more. Upgraded components would honestly make even this version of the game stand out so much more.

For me, it feels like a game that can grow and, if it does, I would kick myself for not owning the base game to start with. If it doesn’t grow in the future, then I have a game on my shelf that makes me wish for more.

This one is middle of the road for me. It is entertaining and inexpensive enough to take a chance on but not something I’m ready to tell you that you need on your shelf immediately. 

After reading Bill’s review, if this sounds like a game for you at the time of this posting Chrono Team Go! Fast, cooperative fun for all skill levels.
will be live on KICKSTARTER (until this coming Tuesday), remember that your card will only be charged if the project is successfully funded and it won’t be charged until Tue, April 22 2025 7:00 PM PDT, and has a funding goal of $6,096.

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Bill Ivie Reviewer

Bill has been an avid gamer most of his life and is always willing to pull up a chair and play a game. He works in IT and has for the past 25 years. He has six kids and an amazing wife, all of which are willing to play games of differing difficulties and mechanisms. He serves as the Board Game Director for Meeple-A-Thon, a charity in the Kansas City area that runs an annual convention to generate funds. His favorite games are Ark Nova, Terraforming Mars and Dice Throne. When he’s not playing games, you can find him watching baseball or football or traveling with his family.

All of Bill Ivie‘s reviews can be found HERE.


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