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Unity

Game Type: Card Game

Developer's Website: www.oursalvation.com/unity.htm

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I'll just state it right up front.  There are zillions of card games out there.  There are far fewer in the Christian market but still there are a bunch.  Some, like Redemption stand out because their game play is as solid as anything on the market and yet they present a solid Christian world view.  After playing Unity I must say that it's one of the more unique and fun Christian card games on the market.  I expected  a decent game but Unity surprised me.  It's a great game.

It's built around biblical ideas, people, events and subjects so the game intends to teach about biblical subjects by integrating the concepts into the cards.  For instance, the "Root of Bitterness" card allows an evil attack to get rise up after being defeated, dust itself off and attack again.  Ever had an old spiritual battle rear its ugly head again even though you thought you'd dealt with it?  Yeah, yeah, and if you said no, you're either not yet born, you win the lottery every week or you're in denial.  I've been there done that, re-fighting spiritual battles I thought were already won.  Not fun.

While most cards don't carry such a clear parallel to real life struggles, Dan Olds (the designer of Unity) put a great deal of thought behind the meaning of each of the cards in the Unity deck.  For a good read (and essential), check out his player's guide on the web.  Not only does it give some nice tips on strategy and resolves some sticky issues with certain card combos, it also comments on the meaning behind many of the cards and game play concepts.

The game itself is deceptively simple.  The goal is to get rid of all your cards before anyone else.  To do this you must play evil cards, good cards and Feast cards.  The good and evil cards are broken into several categories.  When playing these cards you must play them in unity...that is you can't play cards from two different categories but you can play as many cards from one category as you want or can.  There are, of course, exceptions to this.  Some cards allow you to combine cards from two or more different categories.  Some cards augment other cards and some cards are unique and can only be played under special circumstances.

Even though the basic idea is to get rid of all your cards to win, there is a catch.  The last two cards played must be good cards or the special Unity card.  Bad (Evil) cards must be gotten rid of before you can win, but they can't win the game for you.  A good Christian principle that also makes for some interesting game play.

And that, in the final analysis, is what made me fall in love with this game (Hmm, love is probably too strong a word. Maybe "really really like" is better.  After all I've not played enough games to confirm it's love, but I got this strong feeling it's going to turn out to be that way).  Anyhoo, it's simply the way the game plays that drew me to it so well.  The way drawing cards is integrated into game play makes it unique among other card games I've played.  The special ability cards are reminiscent of collectible card games but they don't dominate game play.

For instance, if you can't follow with the correct cards, you end up picking up cards as a penalty.  Or is it a penalty?  After all, you want to get rid of all your cards and picking up cards is the last thing you want to do?  Right?  Often that's not actually a problem.  In fact drawing a bunch of cards is often downright beneficial.  Since you can play more than one card at a time, when your hand is in a bad state picking up a bunch of cards can get you right back into the game.

Since your hand can have evil cards, at some point you're going to have to get rid of them.  The only way to dump them is to attack with them against another player.  They, in turn, must defend against the evil attack and defeat it.  If they are unable to defeat the evil with the cards in their hand, they must draw one card at a time until they are able to defeat the evil attack.

Now I'd originally thought of drawing cards as being a penalty so it seemed odd to me (and to those I was playing with) that the person who initiated the attack didn't risk getting a penalty (draw cards).  In fact, at first it seemed that the good guys got the penalty and the bad guys got off scot free.  Well, at first I wrote this off to necessary balance for game play.  But I was missing the obvious.

In Unity, every evil attack is defeated.  This is the whole point about drawing cards until you are able to defeat the attack.  IE, in the end evil loses and good triumphs.  And what about having to draw cards?  If you're unable to defeat an evil attack, then chances are you need those cards.  So, is drawing cards a penalty or a bonus?  Since I've seen very large hands win very quickly, I know it can be a bonus.  But it can also ruin your strategy right when you were about to win.  However, the point is that the evil attacks are always defeated and drawing cards is not necessarily a penalty.

The group I played with did have some game play problems.  All of them centered around how certain cards could be played.  The instructions that came with the game really need to be more detailed.  We had some trouble understanding what "Free Turn" meant in the context of the game for instance.  However, I don't know of any game that I've played that didn't have some problems.  Making short, understandable and comprehensive rules is an art form.  Unity has enough to get you started but once the more complex play issues come up you'll want to get the online handbook. It's a free and quick download. (Note: there is an addendum to the handbook here.  It should also be part of a future version of the handbook.)

The biggest problem we encountered was when we came up with some "interesting" combinations of cards.  Now, the group I played Unity with are all game designers and they tired to stretch the game to its limits.  It was something like getting a bunch of theologians in a room to discuss how many angels fit on the head of a pin. 

We spent a good deal of time discussing certain game questions that probably wouldn't have even been on anyone else's radar.  We would sit around analyzing a particular strategy, referring to various passages in the rules and the player's handbook to back up our particular position.  Eloquent and passionate arguments carefully crafted and presented would often interrupt the game.  That means we really got into it.  

After our gaming session, I shot off an email to Dan about our stickiest question and he replied almost immediately with the correct solution (btw, all our well crafted arguments were wrong).  For those interested, we were trying to figure out how to use the Strife card in combination with cards in a different category in an evil attack using the Asherah Pole card.  The solution we came up with was that the Strife card modified the normal evil attack so that only the Strife card needed to be resolved.  The real answer was that the Strife card can only be used by itself.  Heh.  That particular card situation will be added to the online player's handbook.

Get the player's handbook (and the addendum here).  It's a great bit of help and will answer nearly any question you can imagine.  And, if you come up with something not answered in it, Dan's very happy to get you a solution.   Just drop him an email explaining your game problem.  He'll also thank you and add the solution into the handbook. 

Now what really bugs me is why this game isn't in all the various Christian retail outlets.  It's high time they took notice of this game and started stocking their shelves with it.  In fact, every Church with a youth group could add a unique and fun element to their program with Unity.

Recommendation:

Buy it.  Now.  Don't wait.  Go to the website and order as many decks as you need.  We're not kidding.  You won't be sorry you got it.  If you like collectible trading card games you'll enjoy Unity.  If you don't like the complexity of collectible card games like Redemption, you'll enjoy Unity.  

The group I played with was a mix of Christians and non-Christians.  Some were hard core MTG (Magic the Gathering) fans.  They expected a stuffy and boring Christian game but instead found that it was engaging, original and fun.

 Final Score

Highlights: Original game play that's engaging and very fun.  Lots of unique strategy.

Lowlights: Some confusion in understanding the rules and some ways cards combine with other cards.  Player handbook clarifies most of the confusion.

Hints: The feast cards are the hardest to get out of your hand.  Never miss an opportunity to use them.  Get rid of the evil cards as early as you can.  Save special ability cards for later in the game.

Recommendation: This one is well worth the purchase.

Age Appropriateness: 10+

Christian Sense (CS): 4

Game Mechanics (GM): 4

Game Play (GP): 4

Overall: 4