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SYNK!
SYNK!
2021 | Card Game, Party Game
I like to think of myself as a somewhat intelligent person. I can occasionally ‘win’ a game of Jeopardy while watching on tv…..ok, so maybe it’s just during Kids Week, but that’s gotta count for something, right?! Anyway, word games and trivia have always entertained me. So when I heard about Synk! – a game that involves both of those elements – I knew I had to try it out. Does this party game really put your knowledge to the test, or does it sink to the bottom of the stack? Keep reading to find out!

Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L

SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…

First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.


What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.


To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
  
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    Clash of Aliens

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Tsuro: Phoenix Rising
Tsuro: Phoenix Rising
2019 | Abstract Strategy
When we decided to start this board game review group, coming up with a name was definitely a challenge. We threw out so many ideas, my head was spinning with the possibilities! In our name search, someone suggested Purple Phoenix Games. It sounds cool, we all like the color purple, and it was a name upon which we could all finally agree! Ever since settling on our name, I have taken a keen interest in any game that has any mention of Phoenix, so when Travis backed Tsuro: Phoenix Rising on Kickstarter, I knew I’d have to play it. Does the game meet our expectations, or does this Phoenix struggle to rise from the ashes?

Tsuro: Phoenix Rising (referred to as just Tsuro for the remainder of this review) is a game of tile placement and network building in which players will each guide their Phoenix across the night sky to find Lanterns and collect Stars. To setup for a game, assemble the board and give each player a Life token and a Phoenix pawn in their chosen color. Each player will then place their Phoenix next to one of the empty Edge spaces of the board. Now shuffle and populate the Center tiles as described in the rules, place Lanterns on their specified tiles, deal each player 2 Edge tiles, and you are ready to begin.

Played over a series of rounds, players will take turns placing tiles and moving their Phoenix pawns along the paths that have been created. On your turn, you will perform the following actions: Create your path, Travel your path, and Prepare for your next turn. To Create your path, you will either play a tile from your hand, or you will flip/rotate a tile. To play a tile from your hand, the space in front of your Phoenix must be empty. Select one of the two tiles from your hand, add it to the board in an orientation that continues your current path, and discard the remaining tile. If the space in front of your Phoenix is already occupied by a tile, you will either flip or rotate that tile to extend your path.

Once your path has been Created, you will Follow it. Move your Phoenix along your new path until you either reach a dead end or are forced to leave the board – by following a path off of the board, colliding with another Phoenix, or entering an endless loop. During this step of your turn is when Stars will be created and earned. If during your movement your Phoenix enters and exits a tile with a Lantern on it, place a Star token onto that tile. Once your movement has ended, for each tile with a Star, you must move that Lantern to a different tile with its corresponding icon. Collect the Stars you created, and they are immediately scored. If, as a result of someone else’s turn, the path for your Phoenix has been extended, you will move your Phoenix along that new path after the active player has completed scoring any Stars. An important note – you can also earn Stars through this out-of-turn movement!


The last step of your turn is to Prepare for your next turn. Draw 2 new tiles from the draw stack if the space in front of your Phoenix is empty, otherwise draw no tiles. Play then continues on to the next player in turn order. If at any point in the game, your Phoenix has been forced off the board, you may spend your Life token on your next turn to Rise from the Ashes. This can only be performed if there is at least one empty space on the board with no tile on it. After a certain amount of time, the board will be completely filled and your opportunity to Rise from the Ashes will be gone! Rounds continue in the above fashion until one player has scored at least 7 Stars. Players will complete the current round, and then the game ends. OR if there comes a time during the game in which only 1 Phoenix pawn remains on the board, the game ends and that remaining player is declared the winner.
All in all, I really enjoy playing Tsuro, and not only because of our Phoenix connection. For such a seemingly simple game – create a path and move on it – the gameplay requires a good amount of strategy. The ability to rotate, and even flip, tiles adds so many strategic possibilities that really elevates the gameplay from that of the original. Also, with the addition of the Lanterns and Stars, the game offers another focus instead of simple player elimination. Strategies can, and will, vary between players, and that makes the game more engaging for all involved. Add in the fact that your Phoenix will move if another player has extended your path on their turn, and you’ve got all players playing on every turn of the game.

Another aspect of Tsuro that I really like is the addition of the Life token and the opportunity to Rise from the Ashes. Just because an opponent forces you off the board does not necessarily mean that you are out of the game for good. The chance to Rise is a unique second chance for players to stay involved in the game. I think it works well because of its limited timing. If there are no open spaces on the board, you are out of luck! It really ups the ante and keeps players on their toes.


Let’s touch on components for a minute. They are pretty stellar in this game. The board is nice and sturdy, the cardboard tiles are thick, the Stars and Lanterns are of excellent quality, and the Phoenix pawns are nicely detailed and just plain fun to look at. No complaints about components from me in this game!
Compared to the original, I think that Tsuro: Phoenix Rising really lives up to its name. The gameplay is definitely elevated with new strategic options, and I believe that it does rise above the OG Tsuro. If you’ve never played either version, I highly recommend Phoenix Rising. It is entertaining, engaging, and has more to it than meets the eye. Purple Phoenix Games gives Tsuro: Phoenix Rising a mighty 11 / 18.
  
Peak Oil Profiteer
Peak Oil Profiteer
2021 | Economic, Environmental, Humor, Political, Transportation
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!

Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L

Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.

The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.

The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.


The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.


I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!

Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!