UNDO: Blood in the Gutter
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Time heals all wounds, they say, but the sudden death of a loved one sometimes shakes those who are left behind so much that their faith wavers. To prevent this, the gods send fate weavers to change the past and prevent death. In the game series UNDO, players slip into the role of these destiny weavers and do everything in their power to undo sudden deaths — whether murder or suicide. Not only do they travel minutes or hours back in time, but sometimes thousands of years to change events that have laid the foundation for the later stroke of fate. Sometimes a leap into the future can also provide important information.
The UNDO series combines the theme of time travel with emotional, extraordinary stories that players must assemble piece by piece. Each time jump gives them another choice in how they can change the past — and not every change is a turn for the better!
UNDO -Blood in the Gutter is one of the first three Undo titles.
Ages | 10+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 45m – 90m |
Designer | Lukas Zach, Michael Palm |
Mechanics | Cooperative Game, Storytelling |
Theme | Card Game, Deduction, Murder/Mystery, Adventure |
Publisher | dV Giochi, Ediciones MasQueOca, Gigamic, Lifestyle Boardgames Ltd, PaperGames (III), Swan Panasia Co., Ltd., White Goblin Games, Pegasus Spiele |
Geert Vinaskov
This is just a non-interactive story in 13 chapters. You know how the story ends (how the murder has been done). At the end of each chapter, you choose one of three choices. The choices don't affect anything, except you get points. So the name "Undo" is actually really misleading. You can replay the game to get more points. The thing that irks me is that your choices are rated solely in a "how do you evade dead" way. For example (details altered a bit to avoid spoilers): Instead of being a hero, you beat up another kid. Or: Just let your child die, so you won't die yourself. In order to play well, you'll need to make a mockery of the story, always choose passiveness or the dullest option, and be sure to not do anything exciting or protagonistic.
Sir Gustav
The time travel aspect was cool, but the choices at least in the beginning did not feel quite as meaningful. Ok, but not dying to play the next iteration of this game.
tiagoVIP
Designer: Michael Palm, Lukas Zach Playing time: 45-90 Min Weight: 1.33 / 5 Publisher: PaperGames (III) [b]COMPLEXITY: Low COMPONENTS: Medium DOWNTIME: Very low FUN: Medium INTERACTION: High PLAYING TIME: Medium LUCK: Low REPLAY VALUE: Very low SOLITAIRE: Very high THEMATIC: High[/b] [b]Comments:[/b] [thing=271043][/thing] is a card game about deduction, cooperation and solitaire play. The idea is that player will use the informations on the cards, following leads, and watching events unfold; all in the hopes of trying to make the life of someone that had a tragic death better, as players can change the course of destiny by travelling through time and altering what happened. At the end, players discover the impact their choices had on the destiny of that given person, and the highest the result, the better the players did! The rules for [thing=271043][/thing] are minimal and is truly just following and remembering the information on the cards, then leading the investigation of the paths that lead the life of the person to its fateful destiny on one of the many directions provided. While the game can go into unexpected directions, there is truly no mystery to be solved it - is just a matter of making pontual choices to improve the chances of changing that life for better at the end. Production is alright, with good art and cards with standard stock. While it can be played more than once, often it won't, as the cards won't change, and the choices would be made having a lot more information from the previous game, which, yes, is thematic proper (if something doesn't worked, just get back in time and changing it again), but, as a game, it feels like cheating. While the idea is to play the game cooperatively, there is truly nothing stopping anyone from going at it solo, and deduction/puzzle games tend to excel as solitaire games, and [thing=271043][/thing] is no exception to this rule. The playing time of 45-90 minutes is proper, but even we, that tend to discuss a lot, create scenarios, etc, stayed under 90 minutes (a tad over 60). Theme did make sense, and the characters and situations were believable enough, even if a few of the scenarios we made up were, to us, way more dramatic and cooler, but such is life. Overall, [thing=271043][/thing] could be alright, but failed, specially at the end. The ideia of the choices can work, but since each one is independent of others, nothing really feel connected in one coherent story. Things that should have a big impact does the same as a little change. We thought that some choices would cancel others, as the timelines were altered, but not, was all a matter of points. Thus the end felt empty, anticlimatic and leaves a sour taste for the whole experience. Sad, as the path to there wasn't so bad.