Disclaimer: a copy of Vantage was provided by Stonemaier Games for review
It’s kind of hard to know how to approach Vantage. The box is big, black, and heavy. Physically heavy, sure, but also weighed down by expectation. This is a project that Jamey Stegmaier spent nearly eight years bringing to life, a self-described labour of love built on over 800 unique location cards and 900 other cards besides. That kind of effort is something that makes you pause a little before diving in. You don’t just crack it open and give it a whirl, you need brace yourself for it.
In Vantage, every game begins with one to six players crash-landing on an alien planet after receiving a mysterious signal from a being known as The Traveller. Right from the start, Vantage does something interesting: It’s a cooperative game, but everyone has been separated. All those years of drilling “Don’t split the party” into role playing gamers heads, Vantage does it immediately from the outset. You’re all on the same planet, chasing the same broad mission, but your individual journeys begin in completely separate locations. It’s a cooperative game, so you can talk, share information, and offer advice, but for the most part you’re each having your own little adventure that might occasionally overlap with everyone else’s.

Each turn begins with your character standing on a single “vantage” card, which represents your current location. Every one of those cards (usually) offers six possible actions. These actions are tied to general traits like Move or Overpower, but the specific wording changes from card to card. One location might let you “climb,” while another might tell you to “leap,” another might ask you to “push” or “steal.” On your turn, you pick one of those options, and another player flips through the corresponding book to find your entry and read out what happens.
And this is where one of Vantage’s more interesting ideas shows up: you never really fail. The game leans heavily into a fail-forward system. You always succeed at what you attempt, it’s just a question of what that success costs you. Maybe you make the jump across the cliff, but you take two hits to your health while doing so. Maybe you manage to steal the item, but it took 3 time and 1 moral to make it happen.
Those costs are always resolved through challenge dice. When attempting an action, there will usually be a number cost, with the more valuable actions costing more. You pick up the number of challenge dice the action asks for, but before you roll them, you do have the chance to reduce the die pool by spending corresponding action tokens. And other players can even contribute their own tokens to help you out, which is a neat bit of cooperation. Thematically it’s like someone talking you through a tricky situation over a comms channel. Then, once you have your dice pool set, it’s time to roll them bones.
The dice themselves can hit your health, time, or morale. After rolling your dice you can slot them into any open slots in your personal tableau. Almost all the characters, gear, and items you encounter in Vantage will live in your tableau and offer slots for you to hold your dice, often giving you a reward cube for doing so. Many of them with certain restrictions. Some slots will only be available to certain die faces, while others will be restricted to being available when you’re using a certain type of action (i.e. you can’t slot a die into a spot with the Move tag when you’re doing an Overpower action). Some will be a bit nebulous and require that you are somewhere, like on water. There’s a good amount of flexibility in the system. Many of the book entries don’t explicitly say that you’re ‘on water’, so we made context appropriate calls as to when someone was on water or not.
And Vantage supports this, the rulebook specifically calls out for players to follow the golden rule of fun. If an interaction isn’t clear based on the context of verbiage on the card, just follow your gut and choose what makes the most sense, or what your group would find the most fun.
Back to those challenge dice. After you’ve slotted all the dice onto your cards and equipment as possible, any remaining die must be paid. That means losing stats, ticking your character one step closer to failure. Except even in failure, Vantage plays fast and lose. When any player stat drops to 0, you can choose to accept defeat, or, you can just keep going. There are options for both. If you’re not done with your adventure yet, Vantage is ready to support your whims, rules and consequences be damned. After all, it’s just a game. Who cares if you fudge the losing condition a little bit?

The challenge dice on your cards are generally locked to their slots until there aren’t enough dice for a player to take an action. Then a refresh happens where all the die come off and go back into the challenge pool. It’s a good system, but one that makes me frustrated when I’m playing solo. The number of dice in the challenge pool scales with player count. Eight by default, then plus two per player, which might sound reasonable at first. But in practice it means that larger groups will have a much easier time managing the challenges. In a solo game, you’re dealing with ten dice all on your own. In a three-player game, you’re dealing with fourteen dice total, but they’re spread across three people with three tableaus that naturally have more slots and more flexibility. The result is that solo play can feel punishingly tight, while multiplayer feels much more forgiving simply because the burden is shared.
And that flexibility matters. In one game, a character ended up stacked with boat-related abilities and could basically dominate anything involving water, and was able to take on dice from the other players rolls with ease. In another game, I couldn’t find anything useful and just quickly bled out after just a handful of turns, because I had no way to manage the dice being thrown at me. There’s a huge swing in how your game can unfold depending on what you happen to find.
But that variability is also part of the appeal. There’s a genuine sense of discovery here that’s incredibly charming. Every vantage card is a new location with 6 little stories to explore. Each time you move you get a whole new set of possibilities. In one game, I repaired a bridge and was rewarded with a bedroll that protected me from the cold. In another, we were trying to fish up a kraken, but I found myself wandering aimlessly across cliffs and plains, desperately searching for any body of water so I could start progressing our mission. The feeling of being lost is palpable, especially in your first few games. Even as you start to piece together a mental map of the world, everything still feels vast and unknowable. Like groping around an unfamiliar place in the dark.

My tableau is really good at handling green actions, and almost nothing else
That sense of discovery is easily Vantage’s biggest strength. I love exploring in games, and this one feeds that desire constantly. Every turn is a new choice, new threads to pull on, a new story beat to uncover. But that also comes with some trade-offs. You only get to take one action per location before you’re usually forced to move on, and sometimes that feels really disappointing. There were plenty of moments where I wanted to dig deeper, to try a second option on a card, to see what else was there, but the game ushers you forward instead. It creates this lingering feeling of “maybe next time,” which is exciting, but occasionally frustrating.
Initially, I assumed Vantage would be best as a solo experience. After all, you’re mostly off doing your own thing. But I was surprised by how much I enjoyed it with others. Taking turns reading for each other, reacting to each other’s discoveries, nudging someone toward a risky or ridiculous choice, it creates a shared storytelling experience that’s more engaging than I expected. Even if the mechanical interaction is light, the social interaction fills in those gaps.
That said, the variety doesn’t always hold up under scrutiny. There are moments where the game feels like it’s offering you meaningful choices. Like, do you duel this companion, or flirt with them? But the outcomes can feel a little samey, with only minor variations. It actually reminded me a bit of Charterstone, where the differences between resources or factions didn’t always translate into fundamentally different experiences. Sure there are 6 resources, but they all feel the same. Sometimes in Vantage I got the vibe that there was an illusion of choice happening under the hood. Where the journey felt dynamic, but no matter what choices I picked I would have been shepherded along the path the game wanted me to go.
And then there’s the question of what you’re actually working toward. At the start of the game, you’re given a mission, and you might uncover additional “destinies” along the way that can serve as alternate or additional win conditions. But the endgame is as loose as anything. You can complete your mission, chase a destiny, do both, or just stop when you feel like you’ve had enough. The game doesn’t push you toward a climactic finish so much as it invites you to decide when your story is done. And Vantage is not a legacy or campaign game, every time you sit down at the table, you should be crash landing back on the planet, starting from square one. The rules don’t encourage you to ‘save’ your game and pick up your threads when you come back. Instead you take nothing but knowledge into your next game.
For some players, that’s going to be a feature. I was the player who landed and immedately started chasing squirrels off into the sunset, my mission long forgotten. But then when I wanted to go back to it, I wasn’t really sure how I was going to get back on track. Vantage isn’t about winning or losing, but it’s about the stories you discover along the way. It’s challenging to wrap my euro-game brain around this idea, that the win and lose conditions aren’t really important, but when I do let go of my old preconceptions of what a game is, I find myself delighting in the shiny objects scattered around the world for me to pick up.

Sorting the cards back into the box at the end of a session is pretty tedious
And if you’re wondering, yes, it took me around 100 hours to finish the storyline in Breath of the Wild. I was that player that set a pin for an objective in the distance, and then spent 3 hours doing a dozen tasks completly unrelated to my pin, often sending me sprawling in an entirely different direction.
It would be a mistake to say Vantage isn’t a good game. It absolutely is. What it accomplishes from a design perspective, this sprawling, interconnected web of over a thousand cards is impressive. It may not have the mechanical heft of something like Tainted Grail: The Fall of Avalon, but it doesn’t need to. It’s a fundamentally different experience.
And for me, more often than not, it works. There’s a sense of wonder here that’s hard to shake. Even when the systems creak a little, even when the choices feel thinner than they first appear, I keep coming back to that feeling of stepping into the unknown and seeing what’s over the next hill. And after just a few plays, I can say pretty confidently that I’d rather be wandering around Vantage than grinding my way through something heavier.







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