Kevin C. Wong

Apple Arcade - The_Otherside (2020) [+]

The_Otherside is a co-op modern-day horror/survival turn-based board game.

Start with 2-4 heroes (depending on map size. On their turn each hero has three action points to move, explore, trade, and fight. Explore abandoned buildings room to room. Find items, fight monsters, find the anchor and destroy it. Destroy all the anchors then head for the exit.

Monsters can appear whenever you enter a shadow location the first time. When you destroy an anchor it clears the surrounding rooms which allows you to search for items (one per room). Meanwhile there are monster generators (1-3 depending on map size) that each spawn 1 or more monsters each turn. As you destroy anchor the Risk Level rises which changes the monster deck to make it more dangerous (more of the smaller monsters or introduce bigger monsters) but that also changes the loot deck with better items. Once the last anchor is destroyed (or last box found in Follow the Light) the monster generators disappear.

Each hero can wield two items and stash four items. Each hero has (eventually) two active abilities and two passive abilities (addendum: but you have to choose one of each before the start of the game). Early gameplay involves finding items then distributing them to the appropriate hero. I like the cop (-1 with guns, twice as effective ammo search) and the hunter (-1 with ranged, not guns) and once they have good weapons they can suppress the monster generators allowing the other heroes to search.

As you complete games (there is no campaign mode) you get XP and level up which unlocks new items, monsters, heroes and game modes. Standard game mode is search and destroy all anchors. Follow the Light you have to get to a box in a lighted area. Open it and another box is shown which also lights that area. Open the last box and a Horror boss is revealed which you have to kill.

This is a board game simulation so you have a board and miniature figures for the heroes and monsters. Monster and item cards are flipped to reveal. One or more d10s are rolled when attacking (roll low to hit hence bonuses are -1; monsters hit automatically if they're in a hero space at the start of their turn). The map has stand up walls without roofs.

I found it a fun game and a bit challenging. Bad initial loot can put you way behind and unable to kill the monsters as they mass up. On other hand a couple of lucky cards can make the rest of the (sometimes quite long) game perhaps a bit boring.

Addendum Aug 08 2023


I reached level 17 which is max level unlocking everything. There is a slight implication that heroes get individual XP but it goes to the global pool and you unlock hero powers regardless whether the hero is used or not.

Game Modes


  • Classic: all tiles are shadow (except start area), search for Spirit Anchor and as you destroy them it lights up the area and then you can search for items.
  • Follow the Light: all tiles are shadow (except start area), one shadow tile has a light, get to the light to light up the area and reveal next light.
  • Pull the Plug: your area is shadow all other tiles are lit, each area has a light and turn off all lights, as each light is turned off the area becomes shadow.
  • Survive the Horror: the map is a mix of light and shadow areas, destroy monoliths while an unkillable horror chases you (and it teleports to a target player every three turns or so, though you see where it will teleport next turn), once you destroy all monoliths you can then kill the horror (horror boss in this and other game modes is not that fearsome because it only moves 1 so you can shoot shoot and backup and eventually kill it, unless you can't retreat...).
  • Scientists Bodyguard: a scientist (move 1) is moving to various devices in shadow areas and turning them on which also lights the area, one he's done he heads for the exit, keep him alive. Unfortunately this game mode seems broken in that it doesn't recognize end game condition and gets stuck.

Heroes


  • Sheriff: 2-dice when looking for ammo and -1 to hit with guns. I always take him.
  • Hunter: -1 to hit with bows/crossbows (great because no ammo but low rate of fire). I always take him.
  • Mechanic: free melee attack, to hit roll of 10 does 5 damage. This is my third character.
  • Vet: heal a hero in same tile, can move first tile for 0 cost. This is my fourth character and if present main explorer.
  • Kid: can trade for free, search grants 1 scrap (2 scraps are used to block a doorway).
  • Enos (Planet of the Apes monkey guy): create a 3 health shield over tile, can block door without scrap (both are from telekinesis), can't use ranged weapons (he has a 0-2 range. 2 damage psychic shot) or heavy items. His alternate abilities are interesting: attracts enemies 3 tiles away and can do a 0 range 1d6 damage attack that hits all monsters (only) in his tile.

Sheriff, Hunter and Mechanic make a great combat triumvirate once they have appropriate weapons. Vet is nice for that effectively extra AP so she can grab stuff and trade with the others.

Creatures


  • Lasher: 3 HP, 1 AP (action point)
  • Hound: 2 HP, 2 AP
  • Shambler: 5 HP, 1 AP (seems to have some armor, if you shoot it twice with 3 or 4 damage weapons it doesn't die)
  • Slubber: 2 HP, 1 AP, range 1 shot
  • Horror: lots of HP, 1 AP (not sure if it does 1 damage like everything else or is 1 hit 1 kill)

Lots of weapons do 2 damage (actually there are no 1 damage weapons) so 2 hits on Lasher but take out Hounds and Slubbers with 1 hit each.

Weapons


  • Slingshot: 0-1 range, 1 damage, 1 attack die (attack dice are all d10s), 2+ to hit. Kid's starting weapon and not something you can pick up randomly.
  • Revolver: 0-1 range, 2 damage, 1 die, 4+ to hit. Sheriff's starting weapon. Can wield two (some weapons you can wield a second which gives you +1 attack die).
  • Wrench: 0 range, 2 damage, 1 die, 6+. Mechanic starts with 2. Kind of hard to hit with though so often I switch to 2 knives even though knives can't knock down barricaded doors.
  • Knife: 0 range, 2 damage, 1 die, 5+ to hit.
  • Spiked Knuckle: 0 range, 1 damage, 2 dice, 2+ to hit. I never use these.
  • Baseball Bat: 0 range, 2 damage, 2 dice, 5+ to hit. Rarely use these.
  • Long Bow: 1-2 range, 3 damage, 1 die, 5+ to hit. The most common and lightest bow but still a good weapon.
  • Pistol: 0-1 range, 2 damage, 2 dice, 4+ to hit. Better than a revolver and like a revolver can be dual-wielded. But I'd rather do more damage even if less dice.
  • SMG: 0-1 range, 3 damage, 2 dice, 6+ to hit. 3 damage is great but hard to hit though you can dual-wield.
  • Hunting Rifle: 1-3 range, 3 damage, 2 dice, 4+ to hit. A great weapon with range and easy to hit for the Sheriff.
  • Assault Rifle: 0-2 range, 5 damage, 3 dice, 6+ to hit. The ultimate gun that can take down three Shamblers in an action. Better if paired with a Hunting Rifle for ranged accuracy vs non-Shamblers.
  • Crossbow: 1-3 range, 5 damage, 1 die, 4+ to hit. The best weapon for the Hunter.
  • Hunting Bow: 1-2 range, 4 damage, 1 die, 4+ to hit. The extra point of damage rarely comes into play but better to hit than long bow.
  • .50 Cal Pistol: 0-1 range, 4 damage, 2 dice, 5+ to hit. Dual-wielded it's a pretty good setup.
  • Axe: 0 range, 3 damage, 2 dice, 6+ to hit. A good melee weapon you can get early. Good damage, 2 dice, breaks down barricades, can be dual-wielded. Mechanic with 2 Axes is pretty effective.
  • Double Barrel (shotgun): 0 range, 3 damage, 2 dice, 3+ to hit. Can be good for the Vet or Hunter in case they get cornered.
  • Katana: 0 range, 4 damage, 3 dice, 5+ to hit. A sweet melee weapon that can be dual-wielded (though I've never found 2 Katanas).
  • Shotgun: 0-1 range, 4 damage, 3 dice, 5+ to hit. A nice weapon for Sheriff though not my favorite.
  • Chainsaw: 0 range, 5 damage, 5 dice, 7+ to hit. Sure, a bit hard to hit with but 5 dice and 1 hit takes down a Shambler. Mechanic with a Chainsaw wading into a pile of enemies is something to behold.
  • Pike Axe: 0 range, 3 damage, 1 die, 5+ to hit. Hunter starts with this. Axe is better -- I'd rather have 2 dice, 6+ to hit.
  • Blunderbuss: 0-1 range, 2 damage, 6 dice, 6+ to hit. A weird weapon (and it requires an action to reload). I never use it as the damage is just too low and there is no way to increase it.

Ideally:

Sheriff: Assault Rifle and Hunting Rifle
Hunter: Crossbow and Pike Axe/Axe
Mechanic: Chainsaw and a Lucky Charm (or other item)
Vet: Katana and bow so I can concentrate ammo on Sheriff

Items


  • Fire Cracker: makes noise. I've never used this.
  • First Aid Kit: heals 1 HP, 1 use. Not sure it's worth the space even if your team doesn't have a Vet.
  • Energy Drinks: +1 AP to this hero and all un-activated heroes. Rarely use this.
  • Flashlight: allows search and gather ammo in shadow tile. Kid has this and you can't find it randomly.
  • Grenade: 5 damage to all creatures/heroes, 0-1 range. I use this sometimes.
  • Lucky Charm: allows re-roll of all dice for every dice roll. This is so cool I'd use it with Hunter/Mechanic/Vet and forgo a second weapon.
  • Mine: 5 damage to all creatures/heroes in dropped tile at end of monster phase, 0 range. I've used this once.
  • Shield: absorbs 1 damage per turn. I've very occasionally wielded it but never been attacked with one on.

Lucky Charm is the best though I rarely find it. Grenade is nice though not if all characters have two good/semi-good weapons. All other items are meh.

As a last word, I did play this enough to get to level 17 and most of the way to beating all game modes, all board sizes on hard difficulty.