Blue Cocker - Top Three Games

Blue Cocker games are mainly known for the hugely successful Welcome To series of flip and write games which I featured here in this article about games great for playing over video call. If you haven’t tried these games yet, I would highly recommend them! Welcome to is great in most scenarios; solo, video call or large groups. It is brilliant fun to play and is the example I always use for the perfect scale game. It works just as well in any player count, one to one hundred!

There is a great catalogue of other games published by Blue Cocker and I wanted to cast my eyes them all and list my top three games. Blue Cocker looks for games with a high “natural gameplay”, which I would say is heavily present in all the games of theirs that I have played.

So, without further ado, here is my top three Blue Cocker games!

Save The Meeples

2-4 Players. Officially 10 years and up but worked for me with my eight-year-old.

Save The Meeples is an intriguing game. First up, it looks quite different to many other games you may have seen or played before. It quickly fills a table of medium size, but there is no board. The mix of trains, tracks, rocket ships and 3D landscapes are both enticing and stunning to look at. All set up, this game will certainly draw people in! As it did for me when I first saw this at Essen 2019, where crowds of people gathered to see what was going on. Based on looks alone, I was left very excited to play this game.

Secondly, despite there being no main central board, this game is predominantly a worker placement game. There are very few games that utilise worker placement as its core mechanism when there is no main shared board present to facilitate this. In Save The Meeples, there are four mini boards where you can place your workers for certain actions, but it doesn’t feel like four boards. More like four destinations. The separation of the boards into four different physically locations on the table adds to this.

To get to these destinations, the Meeples are placed onto trains in an action queue mechanic. Setting up the order in which the actions can be implemented at each location. This mix of action queue and separate location-based boards makes the entire process feel much more like an immersive experience over a process of game turns. The addition of a ‘journey’ to get your Meeples to their place of action, over simply placing them down on a space on a board, pulls you into the world this game sets out to create. It sounds simple, but it really does work thematically.

And finally, this game feels intriguing from the unique perspective the game presents. You are playing as Meeples. Not with Meeples, but AS Meeples. Trying to escape the torment that us humans have put on them in various games over time! The Meeples have been enslaved by the human race in order to facilitate certain actions in games, and they are fed up! Do you feel suitable guilty!? You should! The Meeples want to return to their home planet and the freedom this will bring them. This meta idea alone is fascinating to me. I was instantaneously and whole-heartedly drawn into this world. The humans immerging from the forest quickly become the ‘baddies,’ and my escape route on the rockets was ‘my’ dream. It’s a captivating, original and most importantly, highly immersive theme.