This is a quick impressions review, based on 1 and a half games played, and one game observed. Normally I would hold off on posting a review but I think this game deserves some buzz. As another note, we just played Academy games 1775 tonight, and it was excellent too. Between these games and conflict of heroes this publisher is becoming a real stand out.
Overview:
Freedom is a co-op game where the players take the role of abolitionists building support for their cause while also trying to sneak escaped slaves north to Canada. The player's goal is to bring a number of slaves into Canada, but they also must dedicate resources to raising awareness for the cause to move it forward. The main obstacle in this task is the relent flow of new slaves into the southern plantations, as well as the slave hunters roaming the country trying to stop the slaves on their northern journey. Lose too many slaves to the hunters or don't get enough out of the plantations, and the game is over.
There is a map of the US, featuring point to point movement. The map is divided between the north and the south. There are five color coded paths that 5 slave hunters will travel up and down during the game.
Components:
The board, cards, tokens and bits all have a nicely functional and subdued look. Large board, cardboard chits, wooden blocks and some player cards and aids. Just looking at the board feels evocative of what kind of game it is. It isn't garish but rather perfectly suited to the serious tone of the subject matter with out being oppressive. The closest thing I can think to compare the visual design of the game to is an extremely well put together text book.
Mechanics:
The game starts with one of the handful of randomized elements, a die roll to move one of the slave hunters in a random direction and distance along their path.
Then there is an open planning phase where all the player talk over their schemes for the upcoming turn. During this phase players purchase the tokens that they use to power actions that they will take on their individual turns. The tokens come in three flavors. Costly investment tokens, that need to be bought off in order to advance the cause. All of these must be purchased to get a win. The second type of token is used for moving slaves. And the third type of token players can use to raise funds. These tokens are in limited supply, and when they run out the ability to do good works are greatly reduced, making the game much harder.
Each player has a special role, with special abilities on them that allow them to perform certain tasks better. 336
Each player also has a once per game super ability, which can be used to get you out of a bind.
Then the players take turns acting. On their turn the players can spend up to two tokens, normally to move slaves north. Whenever a slave crosses one of the colored slave hunter paths the hunter moves one space in that direction. Any slave that is in the same space as a hunter a hunter is captured, and placed on the incoming slave boat. In addition the player may purchase a special ability card at this time. These manipulate the game in various ways, and are essential in securing a win. Often there is a single negative event card that they players will have to work around.
After the players have gone there is some book keeping and cleanup. Mostly new slaves are brought into the southern plantations. There is a finite amount of space there, so any overflow is placed on the lost slaves card. Too many lost slaves and the players lose the game.
The Feel of the game:
This game is a high pressure co-op. It starts off feeling kind of easy in the first era, but once you hit the second era the ratchets up the pressure. Resources are scarce, and the players have to split their attentions between bringing slaves up to Canada, vs the ever important fund raising. The second era of the game is the longest and hardest for the players to get out of. In the games that I played and watched fighting your way out of the second era was a struggle, and it was a huge relief to break through the barrier into the third era. That third era is a rush against the clock, where you find out if you wasted too much time, or didn't move enough slaves. From the middle of the game on you are faced with hard choices. Sacrifices will have to be made.
There are always problems in front of you to be solved. How do you manipulate the hunters to get your people through the lines. How do you manipulate the card market to get the most out of action cards available, while minimizing the effect of a negative card. Do you work to get rid of the current negative event card, or do you let it ride for fear of getting something worse? Do we have enough empty space in the plantations to place all the incoming slaves? 629