I’m surprised I never played any of the Epic Duels titles that the game system for Unmatched was based on. Star Wars: Epic Duels and the similar Transformers Armada: Battle for Cybertron are based on my two favourite franchises of all time, so the only reason I can think they passed me by must simply have been an age thing. I was only a toddler at the time, so even though I was watching the media the games were based on, the systems themselves would have been far too complex.
But when Mondo revealed their collaboration with Restoration Games to… Well, restore, the Epic Duels name with public domain licenses, my ears pricked up. By this point I knew about the original games, and as a Creative Writing degree student the idea of literary characters facing off against one another (rather than Jedi or giant robots) was considerably tempting. Pair that with Oliver Barret’s gorgeous artwork and the potential for expansions, adding even more famous characters and creatures, I was hooked, and pre-ordered it on the spot.
Introduction: ‘Ethics of Warfare’ – Rules of Play
In Unmatched, you play as one of four characters from legend and literature, fighting to the death with the help of your sidekicks, supporting characters or creatures that buff your fighter.
Part I: ‘Good and Evil’ – Heroes
As the game really lets its four intriguing playable heroes do the heavy lifting, I’m going to analyse them all in depth, looking at their strategies, ease of use, thematic mechanics and overall fun factor. This way, I’ll hopefully indirectly highlight the positives and negatives of the game through discussing its gameplay core.
Alice: Alice, from what I’ve played (two games as, three games against), seems to be the Jill of All Trades. Some card draw, some health regeneration (an underestimated asset), teleporting, a manipulable ‘size’ ability that increases defence or attack a little, and some beefy damage from her sidekick to bring up the rear can all make Alice feel a bit cheap – to play against, at least – as she can do essentially everything the other heroes can do. She is, however, balanced by the fact she can’t do any of it better than them. Her artwork is also some of the prettiest in the game; the pink and blue just pop so nicely.
Favourite aspects – The Jabberwocky card names are lines from the poem. The ‘Eat Me’ and ‘Drink Me’ cards change Alice’s size, which is incredibly thematic.
Issues – The size dimorphism between the tiny blue counter of the Jabberwocky and Alice’s miniature is a bit off; I’m seriously looking into buying a Jabberwocky miniature to make it more realistic. Alice’s ability to teleport to any space with a particular card is a bit overpowered.
King Arthur: Too appalling to talk about here. See ‘Part IV’ for a more in-depth analysis.
Medusa: Statistically the most overpowered hero in the game, although against Bigfoot (more on him in the expansion review) it came down to the wire. She’s a strange hero to try to review because she just doesn’t have that much unique about her. I guess it’s just straight up unblockable damage to reflect foes being affected by her very presence, but only her ability and two cards out of her thirty actually do this, so it doesn’t really feel like it defines her. She has a little bit of card draw to reflect her archery prowess – like drawing arrows from a quiver – which is nicely thematic but sort of steals from Robin Hood’s flavour. Or, I guess he steals from her because he was created afterwards… But he leans into it far more effectively and he’s one of my favourites, so more on that in the expansion review. Medusa’s artwork has some gorgeous pistachio and almost high-vis green, and I love the mythological names of some of her cards.
Favourite aspects – ‘Hounds of Mighty Zeus’ harpy card name. Ability to make opponents discard cards, really feels like you’re slowly poisoning them. However, this can once again be negated by the ‘Feint’ card (see ‘Part III’).
Issues – Her ‘Gaze of Stone’ card seems overpowered in that it can deal 8 damage if you win the combat, but, like Excalibur is essentially useless because your opponent will almost always block it. Winning the combat requires you to beat your opponent with a 2, which is almost impossible. Therefore, it only works if your opponent literally has no cards in their hand, an eventuality which has happened probably twice across all the games of Unmatched we’ve played. More movement-oriented heroes also feel purpose-built to negate Medusa’s ability; I got to use it ONCE against Bigfoot in the whole match, so, once again, her most unique aspects are easily-avoided which makes her feel bland.
Sinbad: Time to talk about some more positives! Sinbad is immediately set apart from the other heroes by his suitably exotic orange and tan artwork, splashed with red and stone-blue. His Voyages ability affects him probably the most intricately of all the heroes. It seems overpowered (although that theme that keeps cropping up; Tom Vasel of ‘Dice Tower’ points out that in Unmatched every opponent you play against feels overpowered) but in reality utilising Sinbad’s ability effectively is really the only way you can win. This makes him the hero with the highest skill barrier to play, and I like that a lot. It makes victory with him feel that little bit more artful, like you’ve perfectly executed a dance routine.
Favourite aspects: I love that Sinbad, when you’re playing with or against him, acts as a ticking time bomb. Once he gets his voyages out he becomes a force to be reckoned with, and heaven forbid he gets his Voyage Home card, allowing him to return all Voyage cards to his hand and – incredibly thematically for a sailor – unleash waves of ever-increasing damage in a matter of turns.
Issues: He has probably the most unnecessary sidekick in the whole game, as he isn’t used for blocking, attacking or… anything, really. You could easily win with Sinbad without the Porter even being included.
But what’s great, is that these are completely subjective opinions. If you play the game yourself, you may love the struggle that comes with King Arthur, thematically reflecting his struggle from poor boy to king. You may hate Alice’s candy-coloured artwork, and prefer Arthur’s grim black and red to signify blood and steel. Whatever you prefer, you’ll have a hero that’s your favourite, and that actually works in the game’s favour; there are four in the box for a reason, after all!
Part II: ‘Field of Battle’ – Settings and Mechanics
Now, let’s talk about the rest of the game’s elements. Apart from the evocative setting (realising that we were going to be fighting on the deck of a ship docked beside a lush forest was a great moment), the boards themselves have very subtle qualities too; when you’re hidden behind the boxes on the deck or in the depths of the forest, you’re only in one zone. When you’re in range of the cannons, or on the edge of the deck where archers from the beach can mark you, you’re overlapping multiple zones. The only issue is that some boards dramatically work in certain heroes favour; Bigfoot thrives in the Yukon woodland, utilising his ability to such great effect that my girlfriend exceeded the hand limit in two turns.
On the other hand, this ceases to be a problem fairly quickly. The unique combinations offer 12 games (6 possible hero pairings on the double-sided board’s two different maps) if you only played unique combos and then put the game away forever. There are some of my favourite games in my collection that I haven’t even played that many times, due to size, complexity or time to play. With Unmatched‘s Robin Hood and Bigfoot expansion, that adds a whopping 9 more hero pairings, and another two maps. This totals a gigantic 60 unique games; (6 hero pairings in the base game plus 9 hero pairings with the addition of the expansion equals 15, times four different maps is 60). This is absolutely incredible, and doesn’t even take into account mirror matches or rematches. I will probably never have time to play all of the combinations available in this game, and that’s only with two of the sets; when you toss in the additional four planned sets (at the time of writing), the possibilities become essentially endless in terms of how many game nights you’ll realistically be able to have. Currently, if I played a different combination once a week it would take me over a year to play them all. Add the other teased sets (at the time of writing), and it would take me… FOURTEEN YEARS to play all the possible hero and map combinations. This is just absolutely insane.
The rulebook, like the artwork, is amazingly polished, organised and displayed; it took me about two seconds to find the right rule during the first few games that required referring back to it, because it was always in a large black box with a bright red heading to draw your eye. Having said that, it took us about ten minutes to learn the game, and then we were ready to go. My girlfriend went from ‘I don’t think I’m going to get this’ to nearly killing my fighter in just three turns.
I’m hoping Restoration really pushes the limit (without power creep, of course) on what the heroes can do that none of the others can; I’m already excited to see how the three raptors are going to work in the Jurassic Park set, where previously the rule is you have one hero and then one or more sidekicks. Some fan suggestions are already maddeningly exciting; a particular favourite of mine has to be the Minotaur and the Labyrinth, with the ability to place walls to block off routes and hem in your opponent. This manipulation of the environment can already be seen trickling in within the Jurassic Park set; this already contains one-way raptor pen tiles that the creator tells us we “won’t want to get stuck in!” and traps set by the In-Gen faction.
The time to play is really appealing, as you can just bust the game out for a quick game over a cup of tea. I love that a game with a box this size manages to offer such a quick experience, often faster even than the wallet-sized Circle the Wagons. This really reflects the ferocity of combat and plays even further into the theme. Some battles are far more involved, of course, but if you play your cards right (literally, as the lack of RNG from dice-rolling is a very welcome decision) you can win in a comparatively small number of turns.
Part III: ‘Collateral Damage’ – Critiques
The miniature quality is a little worse than advertised. There is not a huge amount of facial detailing, and the all-over wash has pooled in many areas, leaving some obscured and some (like Alice’s face in my copy) noticeably blank.
The sidekick counters become easily scratched from simply rubbing against each other or the board with the tiniest big of grit between them; why the designs were printed on both sides when one is face-down at all times is beyond me. It ups production costs for no reason and almost asks for one side (or both, as you don’t know which side has already been played with) to be worn down.
The health dials do not fit together snugly, meaning they spin around at the slightest knock. Only one in my set actually stays where you leave it, and only tentatively at that, which can be awful if you accidentally drop the dial and weren’t paying absolute attention to what value it was on and which you were moving it to.
The ‘Feint’ card is a big problem. Many others have said there really isn’t much else you could do to negate this, which is true, but that doesn’t stop it being incredibly annoying when, as already discussed, it makes the game deteriorate to just comparing numbers, which may as well just be rolling dice. It doesn’t crop up quite enough to be annoying, with only one in every ten cards played being a Feint, but it’s still incredibly frustrating when a move you weren’t even playing with the primary goal of damaging your opponent (as Feint’s defence value is only 1) still doesn’t go off. And when you play a Feint, it feels too cheap, just acting as a straight up ‘nope’ that you don’t have to earn or play at a strategically correct time.
And above all, the imbalance caused by one particular hero in a game where it’s not supposed to matter which fighter you choose is pretty disheartening. I’m still glad Restoration strove for uniqueness rather than balance, as they could have just given multiple heroes the same stats and abilities and then let luck of the draw decide. But it’s time we took a look at the only glaring problem with the game: King Arthur.
Part IV: ‘The Excaliphant in the Room’ – King Arthur
[NB: If you feel like skipping this section, I understand it’s a bit heavy – no, seriously, it’s about as long as the rest of this review put together – although I do feel it offers some interesting discussion on balancing that can be applied to tabletop gaming in general. Just know that I believe Arthur was neither designed nor playtested effectively, and that I consider the base game to come with three heroes, not four. Pretty damning, eh? Don’t worry, it gets better by my final verdict!]
In short, Arthur is a really undesirable choice unless you’re happy knowing that you’re most likely going to lose. It’s at the point where it doesn’t even feel worth TRYING to win in order to challenge yourself. You’d have to be playing against a child in order to secure victory.
Arthur’s only strengths, really, are his health, the highest in the game (although only three higher than Sinbad’s) a little bit of board control with his ranged sidekick (although this is far outshone by Medusa and her three, 3-movement sidekicks who can be resurrected), and the fact that every attack he plays COULD be Excalibur, so you’re more inclined to block all of them as his adversary. However, once Excalibur has been played it’s plain sailing, really, as there’s only one in the deck. Furthermore, as there’s only one copy, when I’m fighting Arthur I know my opponent is going to want to make the most out of that card, so they will probably boost it. So even when they do play Excalibur, they’ll tip me off that that’s what they’re doing, and I’ll KNOW to try and counter it. Basically, it can all be boiled down to the fact that Arthur’s deck has been designed very counter-productively against his hero ability. There is a group of cards shared by the heroes, though they have different artwork for each. One of these is ‘Momentous Shift’, which is a 3-damage card, attacking or defending, and can be used by anybody. Already, it is one of the most solid cards in the game. Not incredible, not terrible, but very solid. But then you add the fact that if you started your turn in a different space, it becomes a 5-value card instead. Now, it’s a great card. So when you’re playing as Arthur and discarding a card to boost another attack – let’s say Excalibur for argument’s sake – why would you choose Momentous Shift if it’s boost value is only 1? We’ve already established that your opponent is probably going to block this attack because they see you boosting it, so a single point of damage isn’t going to make a scrap of different, and you’d be literally throwing away a great card to do so. A waste, in other words.
As an experiment, take Sinbad’s deck. There is ONE card that has a boost value above 1, and it’s just a 2. This is precisely because Sinbad doesn’t really need to boost his movement, so hasn’t been granted the ability to; he moves 2 plus the number of Voyage cards already in his discard pile (there are – the titular – seven voyages of Sinbad in the deck in total). His deck has been adjusted accordingly to fit his fighting style. Now look at Arthur. We’ve already discovered that some of his best cards are only 1-value boosts, and will most likely be blocked anyway. He has a lot of 2-value boosts, sure, but this isn’t that much more than 1, and once again we already know your opponent will most likely block if they see you boosting your attack. No, worst of all, Arthur’s 3-value boost cards are the two copies of ‘Noble Sacrifice’, a card that can be boosted twice (but then your opponent knows exactly which card you’re playing, which is an odd design on its own), and Excalibur itself. You would never throw away Excalibur as a mere boost card, as it is almost the sole reason Arthur’s deck exists; once you’ve played it, you’d better have killed your opponent with it, because then you’re out of amazing cards and your opponent has nothing left to fear. For starters, these cards should have all been 4-value boosts, and the copies of Momentous Shift should have been, too. “But this makes Momentous Shift an even more powerful card,” I hear you cry. Well, yes, but… If faced with the options of boosting an attack for 4, which your opponent can very feasibly and (how many times must I say it) mostly likely WILL be blocking, but you’ll be throwing away a very versatile card that would at minimum be 3 points and at maximum be 5 points of damage if used as an attack… Which are you going to choose? I’d have quite a hard time deciding, and that’s perfect. It becomes a tactical DECISION, instead of a no-brainer as it currently is. Right now, there’s no way you’d use a Momentous Shift to boost another attack as Arthur. You’d be throwing away a potential 5 to use it as a 1 instead. If you were throwing away a 5 to use it as a 4 that could very well be the killing blow if your opponent blocks badly, or even fails to block at all, it would be a much better and more strategic choice, and actually quite a difficult one to make.
I know the win-loss ratios are something the designers may not have been able to foresee, but in actual fact I’m wondering how many playtest sessions they had, because that’s essentially what the general public are now doing in this BoardGameGeek thread, and boy, have they found results. The other fighters are all, paradoxically, incredibly well-balanced, leaving me to wonder if Arthur had… Less playtesting? The linked graph shows that Arthur has lost nearly TRIPLE the number of games that he’s won, far dwarfing the other heroes shortcomings. Regardless, the game is released now, so we can only speculate.
So, how would I improve the once and future king? First off, increase his survivability. Give him 20 hit points instead of 18. It seems like a huge number, but it’s a small tweak, and killing him would only take an extra turn if that. Then, give him an extra copy of Excalibur. I know, I know, but we’ve already established it will most likely be blocked, especially if you boost it, and it has no other bonus effects. It’s a lot of damage, but it’s not an incredible card, and it should be, so the solution (without tweaking the card itself) is to have two of it. Besides, playing against a character like Sinbad who has a lot of card draw almost guarantees they will have a card available to block some if not most of the damage dealt by the sword in the stone; and Bigfoot has two copies of a card identical to Excalibur (sure, without the Lady in the Lake to retrieve them, so we recently played a game where both of them were on the bottom of the deck, but I digress). Then, just as other characters’ boost values have been adjusted accordingly, make Arthur’s Momentous Shift boost values 4, maybe even make the Excaliburs 4, too; you’re still incredibly unlikely to discard an Excalibur as a boost card, and even if you have both copies in your hand at once, this is a very unlikely scenario and you’ll most likely have played one of them as soon as you could, further negating the risk of a massive 10-damage hit. In fact, I’m sure the VERY REASON there is only one copy of Excalibur is to negate this precise situation. But I think, even though these seem like massive changes, Arthur’s win-loss ratio speaks for itself. He is simply too weak, and in a game where the other heroes are balanced perfectly (Medusa is debatable, having won well over twice the number of games she’s lost, but I beat her with Alice the very first time I played the game), there is literally almost no point in playing him, so his very inclusion is negated. The first box set comes with three heroes in my mind, not four.
Conclusion: ‘To the Victor Go the Spoils’
Despite my criticisms, the game still has three more heroes and all the upcoming expansions to look forward to. I’m pretty sure it would be a miracle if I liked all the heroes, and would have made me dangerously fanatical about the game. The rating for this core set is definitely helped by not only the support promised by the ability to expand the game so seamlessly (another plus) but also by the expansion I already own, which, as you’ll see in my review, greatly improves on at least a few of the issues that came up with this box.
Above all – and at the risk of waxing lyrical – Unmatched is simply the game I’ve been searching for for since I started this hobby. The game that recently-reviewed Grimslingers should have been, with its dazzling thematic flare and potential for a continuous narrative, had it not suddenly lost all support from its developer after one expansion. The game that Zombicide could have been, did it not come lumped with its hefty price tag and overflowing mass of Kickstarter-ethos-fuelled miniatures. Unmatched is the game I needed, with a base game that would be a solid 7/10 by itself even WITHOUT the ever-growing repertoire of affordable, optional expansions that only further enhance the and refresh the experience over and over again. Unmatched truly proves it has the potential to be a game that keeps on giving.
Overall: 8/10
Crushing the opposition!