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Way Too Many Cats!
Way Too Many Cats!
2022 | Animals
Before we had children and pets my wife and I would love to visit the humane societies back home on a Saturday morning. Sometimes looking for ourselves, sometimes just to see the lovelies being kept, and maybe once or twice volunteering to walk the animals. One place I never really enjoyed visiting was the cat room. I am a dog person. Actually, the older I get, the more I am becoming strictly an aquatic animal lover. Give me a 55 gallon saltwater tank and I’ll be happy raising my Firefish Gobies and Coral Beauty Angelfish. However, when I was asked to preview Way Too Many Cats, I just couldn’t say no. One of my favorite publishers calls for help, I will do my best. Just know I wish it were fish themed instead of cats. Cats…

Way Too Many Cats is a cat and kitten drafting and spatial puzzle game for one to six players. In it, players work at feline adoption centers with the goal of having all stock adopted. To do this, players will be placing specific cats adjacent to other favorable cats for points, giving kittens a habitat of their own, and even supplying the cats with toys. The player who completes these tasks most effectively by the end of the game will score the most points and win!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, each player receives an adoption center board, starter cat tile, and a reference card. The kitten and toy tokens are placed into the provided bag to be shuffled and drawn later. The stack of adoptable cats is shuffled, and four drawn and revealed to create Cat Alley (from which players will be drafting). Nearby, three stacks of kitten/toy tokens are made with one stack containing one token, the next stack containing two, and the final stack containing three tokens. The starting player marker is given to the player who most recently pet a cat (aka probably attacked by a cat) and the game may begin!
A game of Way Too Many Cats lasts many rounds, and ends once all players have had the same amount of turns and one player having completely filled their adoption center. On a turn, the active player will take one mandatory action, and then will choose to take another two actions. The mandatory action that all players take each turn is to Choose a Token Set and Cat Card(s) and Place Them. A bit wordy, but this is a prototype, so I will let it slide. In any case, the player will choose to (1) take the smallest group of tokens and two Cat tiles of their choice, (2) take the mid-sized group of tokens and one Cat tile of their choice, or (3) take the largest group of tokens and the right-most Cat tile from Cat Alley (the offer row). Once the choice has been made and all components taken, the player then refreshes Cat Alley by sliding all tiles to the right and refilling to four tiles. Also, the player pulls three tokens from the bag and adds one to each group of tokens on the table. Note, as the player has just chosen a group of tokens, one of the groups will be empty until they place a token there – thus creating the smallest group and embiggening (I’m on a Marvel kick right now) the other two groups.

As an optional second action, the player may choose to give any cat in their adoption center a toy from their personal supply. Cat tiles show icons for toys that the cat will appreciate, though not every cat is into toys. Note, the toy tokens may be given to the cats on any turn, and even at the end of the game just before scoring.

Finally, at the end of the turn, the player may Create a Kitten Habitat by discarding three toy tokens to the bag. The player then designates a space on their adoption center to be the kitty haven and it can house any number of kittens.

Once a player fills their last adoption center slot, the end game is triggered. Players will finish out the round so that all have an equal amount of turns. Then, points are tallied and scored following an involved scoring process. Points in this game are scored in numerous ways. Firstly, the starter cats are scored, and then each type of cat is scored. For example, the paw icon on cat tiles earn 1 VP for each adjacent cat of a different color. Each ball of yarn icon on cat tiles scores 2 VP. The goldfish cracker icon scores 2 VP for each adjacent cat or kitten sporting a ball of yarn icon. Finally, the feather icon scores 3/7/12/18 VP for each group of adjacent feather cats of train size 2/3/4/5 cats. So placement is very important in this game. Not enough scoring?

Players will score more points for kittens and for specific icons on cat tiles. 15 VP is awarded to a player who holds a complete set of the seven different types of kitten tokens, while another 8 VP is earned for holding a set of four matching kitten types. The player receives a -2VP penalty for each kitten token not associated with either type of set nor in a habitat on the board. Additionally, for each cat tile on the board, special scoring will be earned for supplying the tile with the requested toy, or placing it in the preferred space in the center, or even for other adjacency considerations.


Players will be scoring hundreds of points, and hopefully having their felines adopted by unsuspecting travelers and goo-goo eyed children. The player with the most VP at the end of the game is the winner!
Components. Again, this is a prototype copy of the game, so I know that these are not final components at all. Having had many opportunities to preview for Weird Giraffe Games now, I am confident that the final game will be sparkling with upgrades and cool features. To reiterate, my interest in the theme is on the lower side, as I am not a cat person, but I can definitely understand the theme and it works well with this type of game. I guarantee that you will be able to spot Way Too Many Cats in stores right away because that box art is super colorful and busy. I do enjoy the cartoony art style, and it fits the theme really well. The final version of the game will undoubtedly affect this paragraph in the future, but for now this is well on the way to being a very solid title with regards to components, artwork, and theme.

But do I like it? Surprisingly, yes I do. Quite a bit. Theme goes a really long way with me, but I have been known to enjoy other games with themes that don’t necessarily resonate with me, so perhaps “surprising” isn’t the best term here. I really enjoy the spatial puzzle aspect of the game. I highlighted puzzle because that’s exactly what is going on here. When I am playing, I have to debate whether to take all those kitten tokens to complete my sets and be stuck with the right-most card, or perhaps taking the smallest group is more beneficial so that I can draft the two best cards for what I am building on my board. Is it really worth it to me to grab Taco just because I am starting to realize I have a food themed cat dispensary? Why does this cat need a scratching post token when it’s clearly been de-clawed?? These are serious questions, folks!

I kid, but only because this is a very light game, and one that I think works well in many situations. Have newer to intermediate level players coming over tonight? Grab Way Too Many Cats! Having an animal-themed game night? Pull this one out! Sticking with a mechanic-specific lineup? You got it. Now, I haven’t seen the Kickstarter page yet, nor have I asked Carla (the designer) what the plans are for it, but I know this one is close to many peoples’ hearts, so I imagine it will get all the love that’s possible in making this a wonder in a box. The mechanics are there. The theme is… great for some. Way Too Many Cats is a thinker in a catsuit disguise, but it is not too heavy to turn off casual or intermediate gamers. I can certainly add my stamp of approval and recommend checking out Way Too Many Cats. Look for it to hit Kickstarter in February and click here to be notified on launch. You will probably want to get in on this project early if any of this sounds appealing to you.

PS – How many catfolk did I offend in this preview? How many aquarists have I now befriended? What up, my peeps!
  
    NBA JAM by EA SPORTS™

    NBA JAM by EA SPORTS™

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    BOOMSHAKALAKA!!! Jam with a friend in Local Multiplayer and rock your iPhone or iPod touch with all...

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Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games

Mar 26, 2020 (Updated Mar 26, 2020)  
Houses of Knowledge
Houses of Knowledge
2020 | Card Game, Humor
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.

Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!

Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.

When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.

Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!

Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!

So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.

If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
  
7 Wonders Duel
7 Wonders Duel
2015 | Ancient, Card Game, City Building, Civilization
The original 7 Wonders was my #1 game of all time for a long while. While it has since dropped off my Top 10, I still have so many fond memories of it. Now, I know I am not breaking any stories here by finally reviewing its 2-player successor, but this game is really streamlined and fabulous. Obviously it is wonderful as it has earned the Purple Phoenix Games Golden Feather Award! But why do we love it so much?

7 Wonders: Duel is a 2-player tableau and engine-building card game set in the 7 Wonders game universe where players collect cards to create an engine to gain VP using any number of winning strategies. The game takes place over three ages and the player with the most VP at the end of the game, becomes victorious via military supremacy, or wins via scientific supremacy.


To setup, place the game board between the players with the green Progress tokens, Military tokens, and red Conflict pawn upon it. Shuffle the Age I cards and lay them according to the rule book (this formation changes for each age. Age I is setup in the photo below). Each player receives seven gold and they draft their Wonders according to the process in the rules.
On a turn the active player will choose one uncovered face-up card to be used one of three different ways. The card can be added to the player’s tableau and “built” by spending resources required, if any. The card may be discarded in exchange for coins totaling 2 + the number of yellow cards built in the player’s city. Lastly, the card may be used to build a player’s Wonder card by inserting it below the Wonder and paying the cost, as in 7 Wonders proper. The next player will then take their turn.

If on a turn a player builds certain card types into their city, special actions are taken. This happens as a result of building Military or Science cards. When a player builds a Military (red shield icon) card they immediately move the Conflict token on the board one space toward their opponent’s Capital (the end of the board closest to the opponent). Should a player force the Conflict token to reach their opponent’s Capital, the attacking player immediately wins! The other special action that can be taken is with a pair of Science cards being built. For every pair of like-symbol Science cards built, the active player may choose to take one of the Progress tokens from the game board and add it to their collection. These tokens can be very powerful, and just as in 7 Wonders proper, Science is a viable yet difficult strategy. Should a player build any six unique Science icons on cards they will immediately win!


If a Military or Science supremacy victory is not achieved, the game continues to Age II, where setup of the cards is different, but play remains the same. Similarly, Age III is setup differently still and has the added bonus of three random Guild cards, which may add significant strategic icons or abilities. At the end of Age III the players count their VP from the various sources listed in the rule book and the ultimate champion is then crowned!
Components. This game comes in a very small box, so the components are also quite small. I believe myself to have medium-sized man-paws and I have not had any issues with size of components. They are all very high quality, as is to be expected from Repos Production, and are fantastically illustrated. The Conflict token is enticingly menacing, and it lures me into concentrating on a Military victory every time I play. I need to just ignore it, but it’s so beautiful! All in all, the components are great, and even though the cardstock is relatively thin, my copy has withstood many plays and has seen very little wear and tear.

So 7 Wonders: Duel exists for all those players who love 7 Wonders but do not wish to play it with the 2-player variant rules. While Duel is certainly a little sibling, it is also its own beast of a game and should be treated as such. There are several key changes in rules for Duel, such as the trading with the BANK for missing resources upon building versus paying a neighbor to borrow their resource production. Also, the obvious change of adding a board with an ever-dancing Conflict token is unique to this title. Wonders are treated differently and instead of receiving one Wonder with three layers, Duels gives each player four Wonders with just one layer.

Aside from the differences between the two games, I do believe that if you are a fan of one you will also like the other. I can see, though, gamers who dislike 7 Wonders enjoying the smaller 7 Wonders: Duel. There is just something about being able to focus on one other player and agonizing over every turn so that your opponent receives a useless card from the offer, or taking every Military or Science card possible so as to end the game as quickly as possible. My brother, Bryan, greatly dislikes 7 Wonders, but he does not mind playing Duel, or at least that is what he led me to believe…

Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.