I didn’t really know what to expect going into Severton. The theme is very specific, the setting is unusual, and it doesn’t look like the typical co-op hero game. You’re not saving the world. You’re kids sneaking through a city that really doesn’t want you there. That tone matters, because the whole game is built around that feeling.
Severton is a cooperative board game where players control the Rapid Arrows, a group of five friends trying to complete missions inside a district controlled by rival gangs called the Vonts. It’s based on Jaroslav Foglar’s adventure stories, but honestly you don’t need to know any of that to play. For us, it felt more like stepping into a serialized mystery than into a big cinematic adventure.
The game is structured as scenarios. Each one adds new rules and systems, and those systems usually stay for later scenarios. So you’re not relearning the game every time. You’re stacking mechanics slowly. I like that approach. It respects your time and doesn’t dump everything on you at once.
What matters most is pressure. The city is getting worse every round. Unrest rises automatically, even if you play perfectly. That means you’re always racing the clock. You’re not trying to survive forever. You’re trying to finish before the place collapses around you. That ticking clock is the whole point.
The team is always five characters. With fewer players, you share control. No scaling down, no simplified mode. The board stays crowded. The problems stay big. I guess that’s a design statement. The game wants to feel like a full team operation every time. After a couple of rounds, the turn structure becomes natural. You stop thinking about phases and start thinking about routes and risks.
👥 1-5 players, ages 12+
⌛ Playing time: 90 minutes
📝 Designer: Vlaada Chvátil
🎨 Artwork: Miguel Coimbra
🏢 Publisher: Albi (review copy provided)



Gameplay overview
At its core, the game is about cards. Your hand is movement, information, and problem-solving all in one. The city is a network of locations connected by colored paths. If you want to move, you spend the matching color. Simple idea. Hard decisions.
Characters can move alone or as a group. Group movement is safer in encounters but attracts attention. Splitting up is quieter but risky. Each character can move at most twice per round, so positioning becomes a constant discussion. Who commits. Who scouts. Who waits.
Exploration is where the game really changes shape. It doesn’t count as movement, so you can explore as much as your cards allow. Purple cards let you unlock secret passages or investigate Vonts within two steps. That investigation part is huge. Information changes everything. There were rounds where one reveal completely rewrote our plan.
The Vonts move in their own phase. Some patrol predictably. Others actively scan for larger groups. The city never feels static. When a patrol hits your location, you get an encounter. You can fight, deceive, or hide, but not every patrol allows every option. Sometimes talking simply isn’t possible. Sometimes hiding won’t work. You adapt or you get caught.
Getting caught pushes unrest forward. And unrest was already moving. That’s the pressure engine. Even winning fights only removes patrols temporarily, so brute force isn’t a solution. The game keeps nudging you toward planning and avoidance instead of heroics.
Quests are the real goals. They send you across the board to collect things, escort people, or interact with patrols in specific ways. When you finish a quest, you advance the progress track. New quests appear later, so you’re always reacting to new priorities. You never fully know what’s next. I like that uncertainty. It keeps the table talking.
Every round follows the same structure. Act, watch the city respond, resolve quests, recover. Repeat. It’s steady and deliberate. If you lose, it rarely feels random. It feels like the city just outpaced you.


Artwork, components, and visual design
The visual style surprised me in a good way. The board shows a city at night, all narrow streets and courtyards, painted in deep blues and greys with warm lights in the windows. It looks alive without being busy. You can read the board instantly, which matters in a game where positioning is everything.
The characters look like they’re mid-action, running or hiding. They feel young but tense. Not cartoon heroes. More like kids who know they’re in over their heads. That tone matches the mechanics.
Icons are big, cards are readable, colors are consistent. Nothing flashy, just clear. I mean that as praise. In a pressure-heavy game, the last thing you want is fighting the graphic design.
The Vonts tokens are stark black silhouettes. They stand out immediately. When the board fills up, and it will, you can still parse the situation at a glance. Wooden cubes and bright markers pop against the dark map, which helps during chaotic turns.
Component quality is solid. Thick cardboard, oversized character cards, sturdy board. It feels built to be handled. Nothing luxurious, but nothing fragile either. Everything serves a function.



Our experience
Most sessions felt like small planning meetings. Every round started with a discussion. Who scouts. Who moves. What cards we save. What risks we accept. The pressure didn’t come from surprise twists. It came from watching unrest creep forward while we tried to stretch our resources.
The biggest realization for us was that cards are time. Spending a purple card isn’t just exploration. It’s buying certainty. Investigating patrols felt like insurance. Sometimes expensive insurance, but necessary. Rounds collapsed much faster when we skipped intel.
The patrol system keeps pushing back. Alerted groups scan for larger teams, which changes how you think about space. A big group is strong but visible. Small groups are safer until they aren’t.
Encounters produce the best moments. Collective challenges feel like shared pushes. Personal checks isolate a character in a spotlight. The rule that any card can count as 1 prevents total dead turns, but it still hurts enough to matter. We had turns where the wrong character ended up negotiating just because of positioning, and the rest of us could only watch.
Items and heroic cards act as small relief valves. Choosing not to move so you can dig through your pockets feels like a real sacrifice that might save you later. The game tightens, gives you a breath, then tightens again.
Early on, we treated investigation as optional. That was a mistake. Once we started treating intel as mandatory, the game stabilized. Another shift came when we stopped trying to avoid encounters entirely and started choosing which encounter type we could afford this round.
Wins were narrow. Losses felt earned. We could usually point to earlier decisions and say, yeah, that’s where it went wrong. That accountability makes losses easier to accept. Severton isn’t cinematic, it’s controlled and deliberate. Less fireworks, more slow grind.
The stealth-detective atmosphere came through strongly. Even players who didn’t know the source material commented on how specific the setting felt. After a few plays, the rules faded into the background and the system revealed itself as cleaner than the first read suggests.
You rarely lose because of one bad turn. You lose because of five small choices that seemed fine at the time. Honestly, that’s the kind of pain I respect.


Our thoughts
Severton is an efficiency puzzle wrapped in a strong theme. Collapse is guaranteed. The question is whether you convert cards into progress fast enough. Some players will love that precision. Others expecting a cinematic adventure might find it colder than the artwork suggests.
The game resists simple strategies. Fighting is inefficient. Grouping is safe but visible. Splitting is fast but fragile. There’s no stable solution. The board state constantly pushes you toward different compromises. That keeps it interesting.
Positioning is the hidden spine of the game. Where you stand determines what options even exist. Investigation isn’t a side mechanic. It’s central. Difficulty scaling is honest. The rulebook basically tells you to expect early defeats. This is closer to a puzzle box than a forgiving entry-level co-op.
The insistence on always using five characters is bold. The game refuses to shrink itself for smaller groups. That preserves pressure, but it also means there’s no lighter version. If your group wants a relaxed co-op night, this probably isn’t it.
The system is discussion-heavy by design. Analytical groups will love it. Groups with strong quarterback tendencies might need to manage table dynamics. The game won’t do that for you.
The theme is specific and memorable. Sneaking through a hostile city feels different from fighting dragons for the hundredth time. You don’t need to know the books to appreciate that tone.
What not everyone will like is the emotional temperature. Severton is restrained. It’s more about prevention than spectacle. If you want big heroic swings, you might find it dry. For us, that restraint was refreshing.
There’s a quiet pleasure in how focused the design is. It knows what it wants to be and doesn’t try to impress you with noise. It’s a planning-heavy stealth co-op about information and positioning. That’s it. And honestly, I like that it doesn’t try to dress this up as something else.
📝 We received a copy from Albi.











