Unmatched

Designed by: Chris Leder,Justin D. Jacobson,Kevin Rodgers,Rob Daviau

Unmatched is a series of games, each box using the same battle system but giving players new characters to try out. The only one we have played at time of writing is Cobble & Fog, which contains Dracula, Sherlock Holmes, Jekyll & Hyde and The Invisible Man. That’s the game we describe here.

To play each side chooses their ‘hero’ which comes with a bespoke deck of cards and either a sidekick of some kind (Dracula and the Sisters; Holmes and Watson, The Invisible Man and his ‘fog’ and Jekyll & Hyde, who is the same hero but in different forms). Players place their heroes and sidekicks on the board, set their health to maximum and play until one hero has been defeated (ie: health at zero).

Each turn you choose two of three actions: they can be two different or the same, the only caveat being the card you play must apply to the piece you’re playing it for: Sherlock Holmes’ deck for instance has Holmes cards, Watson cards, and Any cards which can apply to either.

The actions, then: Manoeuvre allows you to draw a card and then move all of your pieces up to your hero’s movement allowance around the board: you can pass by friendly pieces but not enemies, and must end movement on an open space. You can scheme, which simply means playing a Scheme card and doing what the card says: usually, something fairly dastardly. And finally you can attack, which means playing an attack card face-down. The attacked player can optionally play a defence card as well, before both are revealed and the attacked player takes damage equal to the difference in the power of the cards: for example, Watson attacks with a pistol with a value of 5, Dracula defends with a 3 and so takes 2 damage.

Crucially though almost every attack and defence card has a power of some kind that applies before, during, or after combat, and it’s utilising these at the critical moments that are key to success – which is the moment your opponent’s health hits zero.

Sam says

It’s a really well put-together package with the cards punchily presented and the actions easy to understand. There’s some nice surprises in how cards sometimes combine and an occasional dramatic lurches, with a weakened player battling back off the ropes. I like the asymmetry in the different characters too. But all that said, I found Unmatched: Cobble & Fog a pretty repetitive experience, only occasionally flickering into something more exciting than a back-and-forth of attack/counter. Perhaps we weren’t playing it as strategically as we could have, and maybe repeat visits would have persuaded us that there’s something strategic to explore here – certainly the game system has numerous fans. But Cobble and Fog fell very flat for both my opponent and I, feeling largely attritional, lacking exciting decisions/moments, and over-long for the underwhelming dynamic of taking turns to hit each other: while I like a tactical game, the hour it took us to play to the finish just felt like the kind of grim encounter I don’t think the game was going for.

  • Take that! icon

    Take That!

    It's a battle!

  • Take that! icon

    Fidget Factor!

    ...but not a terribly ponderous one. While the game lasts longer than we felt it really should, individual turns tend to be reasonably fast.

  • Take that! icon

    Brain Burn!

    If you're low on cards then Manouvering may be the obvious call: without cards, you can't really do much. Beyond that it's looking for the best moments to strike and cause the most possible damage.

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    Again Again!

    You'd need to be more enamoured of the game than we were, but many people adore Unmatched and get a kick out of the numerous issues and the four heroes in each one.