Climbing Leviathan Wilds: A World of Giant Adventures

Climb towering beings to destroy strange crystals and heal them in an exciting adventure of great heights in Leviathan Wilds.
When I heard about Leviathan Wilds, I was very excited to see it in action! It arrived, and I quickly brought it to my solo table to check out how it would work out. The components looked amazing, and I enjoyed the little tidbits of lore that set the stage for this world. Was this to hold its head high in triumph, or fall over from my expectations? To the table!
Game Overview
Game Name: Leviathan Wilds
Publication Year: 2024
Designer: Justin Kemppainen
Artist: Samuel R. Shimota
Publisher: Moon Crab Games
Solo Mode: Included in the Base Game (Cooperative)
Unique climbers use multi-purpose cards to climb a chosen leviathan with its own set of skills and paths. Binding crystals must be destroyed to heal it, all while rage builds and challenging threats arise. Action-packed turns make for exciting victories and narrow escapes!
First Play
April 26, 2024
Complexity
3
Latest Play
May 14, 2024
Expansions
1
Setup Time
5 Minutes
Lifetime Plays
18
Play Time
1 Hour
High Score
N/A
Game Area
36" x 22"
Low Score
N/A
Decisions, Decisions
The choice in leviathan is the biggest aspect of setup. Although there are 17 types, there is no specific order required to unlock anything. Just growing complexities!
It made sense for me to start at the beginning to get a feel for the game mechanics. However, I like the flexibility to do whatever down the line and focus on my favorites.
Each leviathan has its own spread in this fantastic book, but they also feature unique abilities and even mechanics.
As an aside, note that the goal is not to kill the leviathans, but to help them by removing mysterious crystals. Neat!
Sage Advice to Begin
Not surprisingly, the Sage was to be my first leviathan. Wow! The colorful artwork really illustrates the scope and size of these beings. And they’re all so different!
My only slight gripe with this book is how small the spaces are. I ran into a little confusion about where dice could be reached from, but I went with the nearest space only.
The rules aren’t that complex, although learning the game left me with some questions that I had to look up quickly.
But beyond that initial confusion and frustration lay a wondrous world of giants I was about to explore..
Creating Characters
Another part of setup involves choosing characters. The included solo mode felt a little strange to me with the way it sort of simulated 1.5 characters in a cooperative game.
So I decided to simply play with 2 characters as if there were 2 players, and it worked out amazingly well!
There are a total of 8 climbers, along with 8 classes. By combining these sets, unique characters take shape.
Surprisingly, this resulted in character decks that were a mere 10 cards in size. Ah, but how wonderful these multi-purpose cards are! Absolutely awesome mechanic.
Finding Bits of Lore
My first play against the Sage was mostly to get a literal grip on the rules, which flowed nicely after a handful of turns. It was a lot harder than I expected, which was great!
Each leviathan includes a story card with some bits of information. These aren’t spoilers, but provide more insight into the world and what the climbers experience.
This enormous turtle was healed, and it came down to the very last few turns. So cool to see the climbers move!
I was impressed with the dynamic choices, too, and how much could be done with these small decks of cards.
Looking Ahead to Gauge Long-Term Variety
At a glance, it might look like the focus of the variability hinges on the 17 leviathans. Although the difficulty level can be adjusted and climbers can change, this is a game centered on these behemoths! However, I was pleasantly surprised by the inclusion of a small expansion inside the box that adds mutations for an even greater challenge.
Effectively, it’s a way to combine the threats and abilities of the leviathans. So the seemingly straightforward Sage might end up with a wild mutation that provides a more complex mechanic. Awesome! I only glanced over this content, yet I appreciate how open-ended this play experience is. It is absolutely not a campaign, but can be structured as one.
For me, that’s an important consideration as I look at my hobby time. Devoting so much to a single campaign takes a lot, and although it’s often worth it, I’m not always in the mood for that kind of experience. In this case, I can use the same climbers if I want to, but I don’t have to. And I could skip around to other leviathans. Lots and lots of choices!
A Flying Mender
Kestrel was one of my climbers, and they used the mender class to add a lot of support. Mobility, power, and support are helpfully ranked during character deck creation.
I stuck with the lowest complexities across the board. Some of the climbers and classes introduce really cool mechanics, though, and will be worth checking out!
As I played, I figured I would swap out my climbers. But I honestly love these seemingly simple characters so much.
The system is all scenario-based without any campaign play, so climbers can stay the same or change at any time.
Hazarding a Guess
This duo was rounded out by Hazard with the breaker class. Lots of power! She handled a lot of the blighted crystals, which put her in danger of being defeated.
If the health cube ever reaches the same space as blight or crosses over it, that signals the end for that climber.
However, this then initiatives a last chance effort, where the other climber has a single turn to win. Luckily, it never came down to that with my mediocre to decent planning!
Cards really do so much, though, and are important in all different kinds of ways. Never a dull moment!
Threat Assessment
A leviathan will always pose a threat at the start of the turn, which is a very neat element. In this way, a climber usually has a chance to get out of the way of some attacks.
The rage track slowly grows the threats over time, too. A full round involves flipping all 5 cards, then shuffling them and making the leviathan more enraged.
Enraged threat cards are more dangerous. In this example, both climbers may lose health instead of just one of them.
So cool! This is also how the difficulty level is controlled in terms of where the rage track begins. Very, very nice.
Onto the Sentinel
Comfortable with the rules and my extremely narrow victory with the Sage, it was time to move onto the next leviathan in the book. Look at that towering Sentinel!
Not only were there new threat cards to understand, but movement was much different here. Note all of the open spaces and the empty areas between the body parts.
Some threat cards push a climber. Landing in an open space results in a fall, which can be rather devastating!
Certain spaces can also harm a climber’s grip or lead to lost health. Planning upward mobility was a challenge.
Hazard’s First Injury
Although not every leviathan makes use of them, the injury cards are there to add complications. Hazard was exposed at one point, leaving her open to more damage.
I loved the thematic feel of these cards, along with the threat cards. The Sentinel roared, leading to damage. Imagine a climber getting knocked over from the noise!
Overall, this was a very engaging sort of puzzle. Managing a pair of characters felt right, too, without any confusion.
Although the game supports up to 4 climbers, using more in solo could add lots of overhead and reduce the fun.
Saving the Sentinel
Success! Actually, both Kestrel and Hazard were in terrible shape during the last round. I had to keep their health almost at maximum to avoid immediate defeat.
Striking the blighted crystals was an interesting choice, and I had to time it carefully. Yet the Sentinel dealt direct blight, which had me reevaluate my plans many times.
I loved it! There’s not too much more to say, except that I can’t wait to see the rest of the leviathans and more lore.
Maybe I’ll swap over to different climbers, but I’m rather attached to Kestrel and Hazard already. They’re excellent!
Session Overview
Play Number: 1 & 2
Solo Mode: Included in the Base Game (Cooperative)
Play Details: Normal Difficulty Level
Outcome: 2 Wins
Poor Hazard really lived up to her name… Exposed, confused, and graceless injuries piled up. Ha ha! Yet she endured while Kestrel did a lot of healing from afar. The card play and decisions were amazing, and I’m still thinking about how I can make some different choices the next time I play. Doesn’t look like I’ll get tired of saving these leviathans for a long, long time… If ever!
%
10 Plays
Affordability
Price & Value
10
Functionality
Challenges & Mechanics
10
Originality
Design & Theme
7
Quality
Components & Rules
8
Reusability
Achievement & Enjoyment
10
Variability
Distinctness & Randomness
9
+ Pros (Positives)
- Each character is a combination of a climber and class, which allow for all sorts of neat combinations.
- Multi-purpose cards create compelling decisions that matter, especially since each deck is extremely small.
- The sequence of play is smooth and gives insight into the current threat, often allowing some degree of mitigation.
- Leviathans are vastly different in their abilities and paths, and there are plenty to make gameplay very fun.
- Many aspects can be customized to adjust the difficulty, use the same climbers, or try a completely random setup.
- Rage slowly grows and acts as a timer, often leading to a narrow victory happening during the last few turns.
– Cons (Negatives)
- Not all of the rules are as clear as they can be for a first play, although things become clear after a handful of turns.
- The leviathan spaces are really small and it feels like some components are too large for the size of the book.
- There is no reference for the characters and classes, so combining them during setup can lead to some uncertainty.
- Dice and mushroom icons blend into the artwork a lot, making setup a little more confusing than it could be.
Victory Conditions
Destroy the Crystals and Complete All Goals
- Overall Goal Progress 100%
Goals and Milestones
Win at least 1 game without losing grip for any climber.
Win at least 1 game without resorting to a last chance.
Win at least 1 game against every leviathan (17 / 17).
Continue the Conversation
What are your thoughts about Leviathan Wilds? Have you found a favorite climber, class, or leviathan? I’m excited to continue through the book and discover all of the cool aspects of this world! With fantastic multi-purpose cards, the decisions never felt dull and I had many exciting moments. So glad this arrived when I could play it right away!
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