Games I have Converted to Co-operative Play
Harvey Cornell
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This is a list of games that are designed for competitive play for which I have created adaptations to allow co-operative play.

While my wife and I do play in game groups some, the vast majority of our plays are with just the two of us. We are okay with the multiplayer competitive gameplays, but when it is just the two of us, we prefer to play co-operatively. Although we have some good co-op games, there just aren't that many from which to choose. On top of that, some of the games that we really like are competitive games and just don't get to the table as often as we would like for the very reason that they are competitive.

So one day I decided to try to make some modifications to some of our favorite competitive games so that we could play them co-operatively. Now, most competitive games are point based -- meaning that the winner is determined by who has the most victory points. That didn't seem all that great an objective for a co-operative game to me, and so I set out to try and make these games objective based rather than point based whenever possible. The trouble is that the games are designed to be point based and so some of the gameplay that we liked about the game is lost if you ignore victory points. Well, what ended up happening is that I usually found a way to make victory points important to the game without actually making victory points the objective.

Another consideration was that I really wanted to avoid a pure dummy player whenever possible. To us, probably the dullest way to play a game is against a dummy. I did not manage to avoid this in all cases, and just for variety, I did not want to have the game adaptations all work the same way, so I do have some games that use dummies. But I also sometimes use something I call a bully player. A bully does not compete with the players directly, but does things that interfere with the players and makes the game harder for them.

I also sometimes use something I call an overlord, which is a dummy that also has bully like aspects. For many games, I don't use any of these mechanics.

I have many completed co-op adaptations and many others in work. I am using this geeklist to document my progress in creating co-op adaptations. I post the rules I come up with on my website and also have videos giving an overview of these adaptations.

If you are interested in getting copies of the rules (for free), you can get them from my website. I was informed that something about the way geeklists are managed will not allow me to put web addresses in here or my geeklist may be erased. Therefore, I will direct you to my BGG blog called Games for Friends and Lovers. In there, you can find a link to my website.

Please don't send ugly messages about why I don't post the instructions in the variants forums here on BGG. I am documenting my project here for my own benefit and for the benefit of anyone else who happens to be interested, and I am storing my instruction files on my own site. You can get free copies there if you want, but you can also ignore all this if you are not interested.
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1. Board Game: Catan [Average Rating:7.24 Overall Rank:262] [Average Rating:7.24 Unranked]
Harvey Cornell
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This is the first game for which I released my co-op adaptation.

Players: 2
Version: Base game only -- no specific version number
Release date: 7/9/2017

Overview: In this adaptation, the players are working together to amass 15 victory points. When the robber is activated, there is a mechanism based on the dice rolled to activate him that determines where he will move and what resources will be lost. In addition, the resources he takes are removed from the game. This is challenging because you start the game with a much more limited set of resource cards than normal. If the players ever earn resources on a dice throw and there is not enough left in the resource pool to hand out, they lose.
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2. Board Game: Carcassonne [Average Rating:7.43 Overall Rank:131] [Average Rating:7.43 Unranked]
Harvey Cornell
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Players: 2 - 4
Version: Base game only -- no specific version number
Release date: 7/16/2017

Overview: The victory point track is not used in this adaptation. The players each take a specific number of meeples based on the number of people playing and there are also team meeples that are shared. The objective is to place all of the team meeples AND every player's individual meeples before you run out of tiles.

As the game is played, meeples are ONLY placed when a player completes a cloister, a road of a certain size, or a city of a certain size or value.

Also, the players play with a hand of three tiles at a time.
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3. Board Game: Karuba [Average Rating:7.30 Overall Rank:373]
Harvey Cornell
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Players: 2-4
Version: Base game only
Release date: 7/23/2017

Overview: The players share all of the adventurers in this adaptation of the game. Each player starts with two adventurers and must get them from the coast to a temple in the forest. Then the adventurer is handed to another player who must take him on their board from the temple back to the coast. In addition, the adventurers must collect a minimum amount of gold while moving around. The crystals are actually used to aid movement. To win, all adventurers must make it back to the beach.


 
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4. Board Game: Near and Far [Average Rating:8.15 Overall Rank:216] [Average Rating:8.15 Unranked]
Harvey Cornell
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Players: 2
Version: Base game only
Release date: 8/7/2017

Overview: The players must put their tent markers out on a certain set of locations during the game. In addition, a certain amount of artifacts are drawn at the beginning of the game and the players must acquire them before time runs out. There is a system using the outlaws that acts as a timer. As the game is played, outlaw cards are drawn. If it is the next one in the sequence it stays out. If not, it goes in the discard. It turns out to be quite a race to complete the objectives before the timer runs out.
 
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5. Board Game: Ticket to Ride [Average Rating:7.47 Overall Rank:112] [Average Rating:7.47 Unranked]
Harvey Cornell
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Players: 2
Version: USA base game only
Release date: 8/19/2017

Overview: The players are given a set of destination cards at the beginning and must complete them all to win. They cannot share routes with the other player. There is a bully player that attempts to block routes, making it harder for the players to complete their routes. The players must complete their routes before the bully blocks enough paths that they cannot do so.
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6. Board Game: Islebound [Average Rating:7.38 Overall Rank:651] [Average Rating:7.38 Unranked]
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Players: 2
Version: Base game only
Release date: 8/26/2017

Overview: Each player must earn a certain number of victory points before the timer ends the game. The timer uses the unused two player's cubes and the quest cards. Some of these cubes will be put on an island at the end of each round. These cubes make it harder to take control of the island. They can even cause a player to lose control of an island they already have. If the supply of these cubes runs out because too many have been placed on the board, the players lose. The players do have a means of removing cubes from the board and putting them back in the supply, but the rate at which the cubes comes out escalates and at some point the players can't keep up. They must complete their objectives before this happens.
 
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7. Board Game: The Castles of Burgundy [Average Rating:8.11 Overall Rank:10]
Harvey Cornell
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Players: 2
Version: Base game only
Release date: 9/4/2017

Overview: The objective is for each player to completely fill their estate with tiles. In addition, there is a third player that the players will co-operate to control. He must fill his estate too. In order to make this happen, there are six phases instead of five and the board is filled with tiles as if four players are playing. Victory points are still important as they can be traded in to reroll dice or to roll extra dice.
 
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8. Board Game: Above and Below [Average Rating:7.63 Overall Rank:134] [Average Rating:7.63 Unranked]
Harvey Cornell
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Players: 2
Version: Base game only
Release date: 9/9/2017

Overview: Each player must collect a minimum amount of each type of good. Reputation points can be traded in to help fill in the gaps. Star buildings are not used, but everything else is.
 
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9. Board Game: Century: Spice Road [Average Rating:7.48 Overall Rank:252]
Harvey Cornell
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Players: 2-5
Version: Base game
Release date: 9/17/2017

Overview: Each player must gain a minimum number of points from the point cards depending on the number of players. There is a timing mechanism using the spices. Each turn, some spices must be placed on the face-up trader cards. When a trade card is taken, these spices are discarded rather than taken by the player. This causes the supply of spices to dwindle. Earning gold or silver coins allows a player to makes some swaps between the supply of spices and the discarded spices. The players cannot waste too much time or there will not be enough spices left to do anything.
 
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10. Board Game: Viticulture [Average Rating:7.72 Overall Rank:102]
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Players: 2

Version: Base game only 2nd edition or later
Release date: 9/24/2017

Overview: The players are working together to complete a set of wine orders. At the end of each round, a new wine order is added to the backlog. If they ever get too far behind, they lose. To win, they must completely catch up on the orders.
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11. Board Game: Splendor [Average Rating:7.52 Overall Rank:100]
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Players: 2

Version: Base game only
Release date: 10/1/2017

Overview: There are more nobles set out at the beginning of the game than in the base game. The objective is for the players to acquire all of the nobles that are set out at the start. As a timing mechanism, two gem cards are removed from the game every round.
 
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12. Board Game: Valeria: Card Kingdoms [Average Rating:7.51 Overall Rank:600]
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Players: 2-3
Version: Base game -- but works with any additional citizen or monster types.
Release date: 10/7/2017

Overview: The players must defend their kingdom from attack. They are given some starting domains that are on their borders defending against the invasion. A new wave of monsters moves in each turn to attack. Any monsters the players do not kill will attack the domains on the border. If any domain is breached, the players lose. The players can add new domains for defense or they can repair the existing domains. Otherwise, it plays much like the base game, acquire citizens and domains and fight monsters. The players are allowed to attack as mush as they want, which is a slight change from the base game.
 
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13. Board Game: Machi Koro [Average Rating:6.73 Overall Rank:685]
Harvey Cornell
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Players: 2
Version: Base game only
Release date: 10/22/2017

Overview: The players have the same objective as the base game -- build their landmarks. But there is also a tax assessor -- who assesses taxes which must be paid. These taxes grow progressively higher and eventually an end game situation occurs when the last tax card is drawn or when the players cannot pay their taxes. They must finish their objectives before this happens.
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14. Board Game: Patchwork [Average Rating:7.79 Overall Rank:47]
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Players: 2
Version: Base game only
Release date: 10/29/2017

Overview: The players work together to fill their boards. At the end, their buttons are combined and compared against their unfilled spaces. In addition, the end game is slightly modified.
 
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15. Board Game: Lords of Waterdeep [Average Rating:7.79 Overall Rank:45]
Harvey Cornell
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Players: 2
Version: Base game only
Release date: 11/5/2017

Overview: Each player must complete a certain minimum number of quests. A base amount plus additional quests based on their lord card. They are required to use the harbor each round or pay a penalty. The buildings are made somewhat harder to build since the crystal makers represent an additional cost to build a build and this additional cost is in victory points that must be turned in to be allowed to build. Thus victory points are still important to the game.
 
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16. Board Game: Alhambra [Average Rating:7.04 Overall Rank:384]
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Players: 2
Version: Base game only -- no expansions
Release date: 11/12/2-17

Overview: In this co-op adaptation, the two players combine to complete one giant Alhambra. They will play until they run out of money cards or building tiles. Each turn they must discard all unchosen buildings or money cards. To win, their Alhambra must have at least four of each building type and a length 20+ wall.
 
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