Unsettled
Designed by: Marc Neidlinger,Tom Mattson
Unsettled is not so much a game but a series of games – or, to immerse ourselves in the ludic world of this title, a series of planets to be explored. The base game contains two planets, with three narrative puzzles apiece, but more can be purchased separately. All are replayable and can be visited in any order: Unsettled is not a campaign or legacy game. But naturally replaying a ‘story’ is never as fresh and surprising as a first visit, so bear that in mind.
In the base game is a hefty rulebook of 40 or so pages. If that sounds daunting, be reassured that you only need to read the first half before playing, and may never need the rest (appendices, sample turns etc) at all… but still, there’s a fair bit to wrap your head around here. We’ll try to give a brief overview, without straying into spoiler territory.
The gist is that players are landing on planets and them exploring them. It’s not a game of combat – although the planets are hardly safe! – but an undertaking of curious scientifically-minded exploration, navigated across a grid of cards (or ‘nodes’ as Unsettled terms them) that represent the landscape around you. As you explore, however, problems crop up that must be resolved. How do you resolve them?
Well, you have a default movement value of one, that allows you to pass from one node to the next. You also control a robot-assistant called Luna who can move as well, and also scan for materials and data – we’ll come back to materials and data shortly. You use your focus cubes to take actions, which include gathering the aforementioned data and materials, moving/carrying, investigating opportunities on the planets, theorizing your insight track into breakthrough comprehensions, supporting each other, charging up power and, lest we forget, resting. You’ve three focus cubes and on each turn one of them must rest – and resting costs time, the most precious resource of all.
As the narrative of actions and objectives plays out, comprehensions and discoveries give you additional actions (which are powered by the data/materials/power). Each mission has a ‘book’ of 8 pages that sets the scene and supplies you with an objective: when the objective is completed, turn the page to see what you need to do next. The issue is that ‘resting’ costs time, focus cubes can cost time, movement can cost time and every time the time track reaches the top and resets to the bottom, all players lose endurance – when endurance reaches zero, you’re unconscious, and if all players endurance reaches zero, you collectively lose.
Add in a few more concepts like trust, distress, infection, and buildings, and if you weren’t there already you can probably now guess that Unsettled is not the simplest game. That said, it does kind of come together on playing, and by your third mission – or third attempt at one – you’ll find things do start to run a little smoother; in comprehension if not success.
Sam says
Unsettled relishes its quirky approach to narratives, blitzing your explorers with a procession of things-going-wrong that are more from the mind of Ginsberg than Kronenberg: as horror scenarios go, it’s determinedly tongue-in-cheek about your situation and your chances. But I found the irreverent writing approach actually the least enjoyable part of Unsettled: when the game needs to keep reminding you of how wacky it is, it can seem like it’s trying to make up for something: and the slightly smug tone of the writing breaks that spell more than heightens it. Beyond that, this is an ambitious and complex game/s that is enjoyable as both a puzzle and – just about – a story too. I don’t think it’s as clever or as fun as Nemesis or as good or dastardly as Quantum. And neither of those games ask you to keep purchasing new scenarios in the way Unsettled does. But that’s not to say I haven’t enjoyed its charms. Some will undoubtedly love the tone of the writing, but either way the puzzle is a challenging one.
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Take That!
Players are working together, so all the damage comes from the game itself and the environment it creates around you.
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Fidget Factor!
It depends how many people are playing. With two, things move speedily enough, but with four there may be more time between active turns. However, all players are involved all the time in terms of communication, collaboration, and listening to the world-building of the game.
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Brain Burn!
The basic rules aren’t too onerous - once you have patiently played through a game by yourself, it’s easy enough to teach to others. But each planet has it’s own idiosyncrasies and rule-bending circumstances. Largely Unsettled is a game of tactical manouevering rather than long-term planning, but a bit of the latter doesn’t hurt.
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Again Again!
The basic box comes with two planets. They’re eminently replayable as puzzles, but the surprise aspect of the story-telling obviously has an expiry date based on the initial play. More planets are available, but the cost is in real money rather than cosmic credits