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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Cooperative with a campaign mode
  • Relatively light hearted
  • Useful app to guide gameplay

Might Not Like

  • Slightly stop start feel with each round
  • Some repetitive play

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Sync Or Swim Review

Synx or swim review

This is a new offering from Bezier Games that brings plenty of fun and laughter to the table. Sync Or Swim is a cooperative card drafting game based loosely on synchronised swimming. However, you will be pleased to hear that you need only have a mobile phone to play as equipment, and you can keep your clothes on. There is no need to tread water, swim upside down or hold your breath for over a minute.

Sync or Swim is an amalgam of a game. One first needs to have downloaded the free app for setup, timekeeping and scoring of the game. Each game consists of six rounds or competitions. These are played against a short timer. Players need to play cards from their hand to fulfil the round-winning criteria. But this is just like the synchronised swimming sport, everyone must compete and complete their tasks together.

The Bezier Games app allows players to select the player count [three to six players] and game type. Initially, only one competition is open but with each game played others become available. The app allows players to consider this as a campaign with up to 15 different games of six rounds each. Alternatively, players can just jump into the deep end and have the app select a set of challenges at random.

Sitting in the centre of the table is a display of five challenge cards arranged around a pentagon. Each player has a similar pentagon disc onto which they must place their card. In the initial round the challenge card is flipped and players are dealt just two cards. Most cards are numbered one through ten, or coloured and often have hand or feet symbols. These are important in completing the tasks. The app works as a timer and within a short time players need to all place one card [in position one on their pentagon] that fulfils the challenge criteria. This challenge might be that all players must play a card of the same colour. Cards are placed face down but players may communicate and discuss their choices.

If a player does not have the correct card they may exchange cards with the centre draw deck, or even receive cards donated by others. Players indicate that they have completed their challenge raising their arms above their head as if they were about to start a synchronised swimming routine. The lead player, the one with the mobile phone app, stops the timer. The app records progress and all players are successful within the allotted time it will advance to the next round. The second challenge card is flipped. Now players need to complete both challenge one and challenge two within the available time. The cards are collected, shuffled and read out and the second round started.

If players should fail to complete a task, the round may be replayed with more time allowed. The final round sees all players start with many cards yet still have to complete all of the challenges. Discussion and talking is permitted but, the ever-present timer, adds to the pressure. Once all of the rounds are completed successfully the app will calculate the team’s final score. These are stored with subsequent play noting the high score that needs to be beaten.

Thoughts on Sync or Swim

When I first read the rules, my thoughts went to cooperative card games such as The Mind or The Crew. However, this is much lighter but still has some pressure. Using the companion app for scoring and set up means there is plenty of advice and it takes much of the heartache and rule reading out of the game. The app is very intuitive and its display matches the cards accurately. Colour issues are not a problem as each card colour also has a unique symbol and graphic. This means that Sync or Swim can be played in subdued lighting just as effectively as in harsh fluorescent lights.

The initial round challenges are simple. However, the issue is getting these completed within the permitted time scale. This is tight and as a group we have never completed the first-round challenge the first time. Perhaps we are not “in sync”. Some of the success is dependent on the cards drawn though. However, a poor hand of cards can be swapped one at a time to allow a player to finish hopefully.

Most games will last between 35 and 40 minutes. Each round might last only 40 seconds to complete but invariably we have taken several attempts before a round is complete. There is time to discuss strategies and consider alternative ways to approach each problem before starting again.

The need to collect, reshuffle, and re-deal the cards between each attempt or failed attempt is a little frustrating. This means that this element of the game will take considerably longer than the actual playing of Sync or Swim. Unfortunately, this can make the whole process somewhat Start-Stop and can detract from some of the enjoyment

Having played Sync or Swim at a number of player count [three, four and five] and with different groups of gamers, the consensus has been that this is fun. The tension and pressure is palpable and, coupled with the desire not to want to re shuffle and replay a round, there is a desire to do well. We also want to beat the previous high score.

The concept of building a synchronised swimming routine does come through the gameplay where each of the elements of the game requires the other round to have been completed first. A competition, against previous scores is a good idea. However, in playing we were more conscious of wanting to try newer routines rather than bettering the high score of a previous set of cards. That probably reflects the personalities around the table rather time the game itself.

Bezier Games have some cracking titles in their back catalogue. Players should not be expecting a meaty game such as Maglev Metro, Suburbia or Whistle Stop. Instead, this is much lighter and fun, like One Night Werewolf, but with a cooperative twist. The light-hearted game takes less than an hour. There is a feeling of deja vu as each round needs to be reset if players are unsuccessful. The cards are of good quality, printed well and with a linen feel, do shuffle easily. The remainder of the components are of thick card stock and also of good quality.

Final thoughts on Sync or Swim

This is an enjoyable offering. The teamwork needed is fun and the app keeps players in check and guides them through the different games. While we have had a good time with this game it is the sort that might be considered a warm-up offering at the start of an evening, rather than the main event. With the campaign mode available it can be brought out on a regular basis and allow the players to try to beat previous scores.

For some, swimming is a passion that they enjoy on a weekly or even daily basis. For many though, they see swimming as fun if the weather is good or if it is convenient. Sync Or Swim brings similar emotions. Some will want to battle through to complete the campaign, but many might keep it on the shelf and bring it out when the mood takes.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Cooperative with a campaign mode
  • Relatively light hearted
  • Useful app to guide gameplay

Might not like

  • Slightly stop start feel with each round
  • Some repetitive play

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