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Tides of Time
Tides of Time
2015 | Ancient, Card Game, Civilization
There are now several civilization building games out there. Many of which are very good. But how would you build your civ? Lots of sprawling castles and shows of wealth? Beautiful gardens and a tendency toward the arts? Complete militaristic and drunk with power? I like to mix it up a bit, and Tides of Time allows me to do just that – mix up your civ to create the best synergy of elements.

Tides of Time is a card drafting and set collection mini civilization building game that spans three ages (rounds). The player with the most amount of VPs at the end of the game is the winner. The VPs are scored at the end of each round and then added to arrive at the final score. You earn VPs throughout the game by having cards in your civ that feed off each other in amazing combo play.

To setup, shuffle the big civ element cards and deal each player a hand of five. Place the others nearby to draw from during the subsequent rounds. Place the “Relic of the Past” tokens nearby as well. You are ready to play.

On your turn you will draft one card from your hand, then pass to your opponent. When you select a card, play it to your tableau in front of you. Continue this simple draft until you have your Round 1 civilization cards ready to score. Each card will belong to one of five suits, with three card being unsuited, and each card having some sort of scoring ability or special ability to affect the cards in play. Example: having a majority in crown suit cards will score you 7 VP (the top leftmost card in the play pic below). Obviously if you have played this card early in the round you want to try to amass the majority of crowns for those yummy 7 VPs. This is how the card combos will generally work, with many other rules and scoring abilities to discover on your own.

At the end of Round 1 and 2 you will select one of your cards you played this round and place the “Relic of the Past” token on it. This freezes the card to your tableau to be used again in future rounds. So taking our example from before, if you chose the 7 VPs from crown majority card in Round 1, you can use it in Rounds 2 and 3 to score again should you satisfy the scoring ability. 21 VPs from one card is pretty great.

Components. This is a bunch of cards, two cardboard tokens, a score pad, and a golf pencil. The cards are great quality, and a satisfyingly large size. The tokens are good as well, and the writing supplies are good too. The artwork throughout is very very good and I enjoy studying the paintings, though they have nothing to do with game play. No complaints here at all.

I am a sucker for drafting games where you pass your hand to gain other card. Games like 7 Wonders, Among the Stars, and even Sushi Go! are really good times. When I play Tides of Time it gives me that same feeling of trying to guess your opponent’s strategy as well as fulfill your best tactics to score massive points. It is quick and light and a really great filler. There is enough variability in this one to keep me coming back for more and I definitely enjoy pulling it out giving it a run.

My only concern is that I don’t pull it off the shelf enough. It is in a weird slot of 2-player filler. When I feel like playing a great 2-player game, I will typically pull out Patchwork, 7 Wonders: Duel, or Jaipur. This really is a great game, and if you are a fan of drafting games that have you exchanging hands (as opposed to simply drafting from a face-up row or grid) then you should give this one a try. I do enjoy other games a bit more, but I am glad we have this available to us. We at Purple Phoenix Games give this one a pasted-on 8 / 12.
  
Survive: Escape from Atlantis!
Survive: Escape from Atlantis!
1982 | Adventure, Animals, Bluff, Nautical
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).

Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T


To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.

Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.


Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.

Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.

However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
  
Century Golem: Eastern Mountains
Century Golem: Eastern Mountains
2019 | Fantasy
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?

The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.

Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L

Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!

Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.

To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.


Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.

The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.


Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
  
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