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Beatdown: Streets of Justice
Beatdown: Streets of Justice
2019 | Card Game, Comic Book / Strip, Fighting
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?

Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

To setup, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!

Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.

After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.

Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.

Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
  
Of Knights & Ninjas
Of Knights & Ninjas
2020 | Card Game, Medieval
Little-known factoid about me: I am a Knight. Not from England, and not due to my daring heroics in war, but a Knight Templar of the Grand Commandery in the York Rite of Freemasonry. Politics and conspiracy theories aside, becoming a Knight was a highlight of my life, and something I will forever treasure. And speaking of treasure and Knights Templar (read your history, kids), we all know that one of the biggest foes of the Knights in olden times were the nefarious Ninjas. Or maybe it’s just fun to think about and play a game where these factions are represented.

Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!

On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.

Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…

Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.

But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.

Play continues in this fashion until one player has amassed the 10 gems they require to win the game!

Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.

All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.

If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
  
Set a Watch
Set a Watch
2019 | Adventure, Card Game, Fantasy
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.

The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.

DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T

Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.

So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.

Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.

Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
  
Indigo
Indigo
2012 | Abstract Strategy
Mazes. So simple, yet for some reason, so entertaining. Well, for me at least. Who knew that winding your way through a maze to get from Point A to Point B could be such a hit? Combine traversing through a maze with building your own maze of sorts, and you’ve got Indigo! Does this game deliver on gameplay and enjoyment, or does it leave you running into dead-ends and loops as you try to find your way out?

Indigo is a strategy game of tile placement and route building in which players are attempting to get various gems from the center of the board through their “gateways” on the edges of the board to score points. Players are each building their own pathways, in a maze-like sort of way, to maneuver the gems around the board, through their own gateways, and away from those of their opponents. Each player receives one tile, and on their turn, plays it to the board. Tiles can be placed anywhere on the board, they don’t necessarily need to be placed adjacent to other tiles. If you play a tile to extend an existing route with a gem on it, move the gem as far along that route as possible. After playing a tile, you draw a new tile to be played on your next turn. The game continues until all gems have been claimed, and then points are added! Gems are worth points depending on their color, and the player with the highest score wins!

I think Indigo is such a neat game. It is so simple, yet strategic, and that makes it so much fun for me to play. The board itself becomes a visual maze as tiles are added, and you must be diligent about watching which pathways are open and available to you, while also trying to make sure you keep pathways blocked off towards your opponents. The possibilities are endless with this game in terms of tile placement and strategy, and that keeps me engaged the entire game. I also love the fact that all players only have 1 tile to play at any given time – you’ve got to make your tile work, you don’t have a hand of tiles from which to choose your best option. That ups the strategy factor even more because one misplaced tile could be the difference between gaining a gem or accidentally giving one away!

Another thing I like about Indigo is just that it’s a pretty game to look at! I think it is so cool to see the board fill up as the game progresses, and you get to watch the maze come to life with each turn. What starts as a mostly blank board soon becomes filled with ribbon-like paths that can lead to anywhere! It’s a neat visual effect for me, and that’s something that drew me into this game in the first place.

Is Indigo the best strategy game I’ve ever played? No. But it is a fun one that keeps me on my toes. With so many possibilities for routes, and the board changing with every tile placed, players are constantly engaged and active in the game. Purple Phoenix Games gives Indigo a swirly 13 / 18.

https://purplephoenixgames.wordpress.com/2019/04/09/indigo-review/
  
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Gareth von Kallenbach (980 KP) rated the PC version of Battlefield 1 in Video Games

Jun 19, 2019  
Battlefield 1
Battlefield 1
Shooter
Electronic Arts and Dice have crafted a thrilling entry into the Battlefield series with the World War I themed Battlefield 1. The visually stunning game is dripping with authenticity which is seen in every frame of the game. The weapons, uniforms, vehicles, tactics, and technology as a historians dream brought to life.

Players to take part in the solo campaigns find themselves reliving various battles from the point of those who participated in them. There is a tank mission behind enemy lines in Europe, a battle in the Italian mountainside, a thrilling aerial scenario, a very intense and emotional story set against the battle of Gallipoli, and a thrilling desert adventure featuring Lawrence of Arabia himself.

One of the great things about the game is that it takes modern gameplay tactics such as trying to secure an objective or defeat enemy units and infuses it with a sense of the past. Weapons are slow to load, are not always the most accurate at a distance, and have a crudeness about them that is refreshing in this era of games featuring advanced weaponry and technology. This does require a bit of a learning curve as there have been times where I would unload a full magazine on an enemy player and multiplayer mode only to see them survive and dispatch me with one or two shots from pistol. Once you start to get the way the weapons work and develop strategies to work within their strengths and limitations, you’ll soon find yourself able to make solid progress in the game.

The solo play campaigns allow players to set a difficulty that is best suited for their style of play and have very interesting and gripping narratives.

Many players will keep their focus on the multiplayer portion which has campaign objectives as well as quick matches. This does take a bit of learning as the landscapes are large and there are plenty of places for players with higher grade weapons to pick up new players before they even know an enemy is near. Naturally your weaponry choices to get better as your on-field accomplishments merit them it is also important to note that due to the vast landscapes littered with foxholes, trenches, villages, and other locales, wide open areas where players are very exposed and vulnerable are numerous.

Getting a tank often seems like a big accomplishment but when you realize that the vehicle is slow to turn it is a sitting duck for enemy artillery, explosives, and other tanks. Strategy and teamwork are vital to the success of any mission especially when players can move up and bring in one of the massive zeppelins into the battle. I really enjoyed flying the planes of the era but had to remember that there reduced speed made it very difficult turn especially for somebody who was used to strafing a target, flying into the distance, making a wide turn, and then attacking again. I found myself that many times with the leaving the battlefield warning and was not able to turn fast enough to get myself back where I needed to be.

As somebody who studied history extensively in college, it was amazing to get a sense of the war the on the pages of history books and learn how in this era of new technology such as planes, tanks, gas, machine guns, Zeppelins, and more, the capacity to do devastating damage upon an enemy was massive as truly technology greatly overshadowed the tactics and medical abilities of the era.

Battlefield 1 is a glorious achievement and gaming as it takes an error that has been largely ignored and brings it forward incredible detail combined with thrilling battles that are loaded with customization options that will keep players playing well into the future. With the planned DLC content to come, I’m very interested to see what direction the developers will take it as there are countless possibilities ahead.

http://sknr.net/2016/10/30/battlefield-1/