Salvation Road Review
on Aug 23, 2016
As a sucker for all things post-apocalyptic, I sought to purchase Salvation Road from Van Ryder Games as soon as humanly possible. It seemed to me to be the perfect mix of tension and tough choices, all wrapped up in an end-of-the-world setting complete with Mad Max style raiders trying to take the playersâ stuff. I cracked it open and played it the day I got it, and I was astounded by the graphic design and overall feel of the game. It is literally everything that I wanted it to be, but it did feel a lot like another game that I played a lot of, but didnât particularly enjoy: Dead of Winter. Itâs almost as if Van Ryder took all of the things I hated about Dead of Winter and stripped them out, leaving just the really interesting bits and adding some new mechanics that make the game a completely fantastic experience. That said, the similarities are absolutely uncanny; if you loved Dead of Winter, youâre probably going to love this as well.
I mentioned the graphic design first because they absolutely nailed the presentation in a way that has been lacking in the board game industry. Everything about the way information is presented to you is intuitive, and the look of the game is truly remarkable. For example, each of the locations players can visit are made to look like a faded Polaroid photo, which looks completely amazing, and the board is designed with illustrated spaces for all of the salient tokens, which helps deliver a level of immersion that I havenât experienced in a very long time. Everything about the presentation helps underscore the setting and integral theme of dilapidation and unyielding despair; Iâd go so far as saying that this is one of the most well-presented games Iâve ever played.

Above and beyond the graphic design, the mechanical aspects of the game are solid gold. You are trying to collect and store enough food, medicine, and ammunition to escape from your doomed bunker to the last sanctuary city on Earth, Salvation, before its reactor explodes. This is done using action points, of which each character has two, and can use to move, pick stuff up, search for more stuff, fight, heal, or arguably most importantly, perform recon actions which will reveal how many tokens of which kinds will be required on the trip on the eponymous highway to safety. Once there, youâll also have to pay a toll to get in, and you donât really know what that will be, either, so the game really is more about pushing your luck to the breaking point unless youâve spent a disproportionate amount of time doing recon to find out exactly what youâre going to need for the trip. Even then, you wonât really know what you need because the toll is randomly chosen at the end of the journey.

With games like this, replay value is the big question on many peopleâs minds, so let me touch on that. The locations players can visit are randomly selected, the number of which is player-dependent; itâs safe to say that no two games are the same. On top of that, each player plays with one hero and one survivor henchman, with each hero having a special ability and each survivor having a disadvantage that balances the heroesâ abilities. It really does feel like itâs tightly balanced and was play-tested to death. Thereâs a lot of other facets which create surprise every game, so youâre going to be able to play this a ton of times before it gets same-y, if thatâs even possible.

If one word had to be used to sum up the theme of the game, itâs âtensionâ. The game has you knocked on your heels the whole time, managing your scarce resources to keep the bandits at bay, making sure you donât attract too much attention to the scavenging spots because it will increase your odds of being slaughtered. One of the really slick facets of gameplay is that when youâre wounded, not only does the wound token take up an inventory slot, each round a card is played to carry the narrative and some of the cards force you to flip up one or more of the wound tokens, delivering surprise knock-on effects that can be the difference between salvation or being consumed by the wasteland. These event cards come in several varieties and with quite disparate effects, but rest assured that none of them are going to be pleasant for players; they exist to continue telling the story and sucking the hope from the room.

The long and short is that this is a fantastic co-operative game that will have you sitting at the edge of your seat the entire game. The tension is so thick you could cut it with a butter knife, and the sense of existential dread is carried to players both by the expertly executed graphic design and the mechanics which are wholly integrated with both the setting and the theme. If this wasnât on your radar before, it should be now, and I recommend this to anyone who loves co-operative games, press-your-luck mechanics on the âmeta-gameâ level, and anyone who is a fan of Mad Max-style post-apocalyptic settings. If I have any complaint, itâs that the game is brutally difficult to win, and although it may have some sort of formulaic solution thatâs not immediately apparent, we havenât found it yet. Iâm totally satisfied with my purchase, and I believe most of you will be too.