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Whirling Witchcraft
Whirling Witchcraft
2021 | Fantasy
What is the thing that first draws you into a game? Is it talk of the gameplay and mechanics? Maybe you’ve had a good experience with the designer? Or perhaps the artwork is what catches your eye? For me, I’ve gotta say it’s not only the artwork, but the components as well. Obviously, we’re no strangers to board games, so scrolling through our feeds we see countless pictures of cards, boards, meeples, etc. It’s when a game has an interesting new component that it really pops out to me. Enter Whirling Witchcraft and its 3D cardboard cauldrons! It certainly got my attention, but does the game itself deserve a place on my shelves? Spoiler – it does, but keep reading to find out why!

Whirling Witchcraft is a game of simultaneous action selection and variable powers in which players take on the roles of witches creating various ingredients to be used in future potions. The neighboring witches are always on the lookout for new recipes, so of course you’ll share those secrets and even some ingredients with them!…….BUT these ingredients can be volatile, and having too many on your workbench could cause an explosion! Which witch is sly enough to not only manage their ingredients wisely, but also overflow opponents with extra ingredients?

Disclaimer: We were provided with a copy of this game for the purposes of this review. This is a finalized retail copy of the game, and what is described and pictured below is what you will get when you purchase this game. -L

To setup for a game, each player receives a player board, cauldron, and Arcana tracker with corresponding tokens. Players are randomly dealt 2 Personality Cards, and choose one to use for the game. Personality Cards offer unique powers or recipes for use during the game. All recipe cards are shuffled, and 4 cards are dealt to each player. Players receive a number of starting ingredients (cubes) to their workbench (player board), as stated on their Personality card, and the remaining ingredients go into a general supply. Choose a starting player and the game is ready to begin! Pictured below is the setup for a 3-player game.

This game is played over a series of rounds, and the turns in each round are performed simultaneously. Each round is broken down into two phases: the Study Phase and the Brewing Phase. The first step of the Study Phase is to Play recipes. Players look at the 4 recipe cards in hand and select one to play this round. Cards are placed face-down below the player boards. The next step, Reveal recipes, is pretty straightforward – all players reveal their chosen recipe and add it to their other recipes already in play. The final step of this phase is to resolve Arcana. Certain recipe cards have Arcana icons on the top that are collected when the recipe is played. Arcana comes in three different types (Book, Potion, and Raven), and is tracked on your Arcana tracker. When you have reached a certain amount of Arcana, you have the opportunity to trigger a special effect for the current round. For example, triggering the Raven Arcana allows you to immediately remove up to 2 ingredients from your workbench. Arcana can play into your strategy, so keep an eye on which recipes offer certain types of Arcana! Players check to see if any Arcana has been triggered, and perform the effects if they so choose, and the round then continues to the next phase.

The second phase of the round, the Brewing Phase, is broken down into 4 steps: Produce ingredients, Pass cauldrons, Check for winners, and Pass recipe cards. The Produce ingredients step is performed by all players simultaneously. Players will choose which recipe cards they have in play to be used this round. To use a recipe, you place ingredients (cubes) from your workbench on the ‘input’ spaces of the recipe card – all input spaces on a recipe card must be filled for the recipe to be completed. When you complete a recipe, take the corresponding ingredients shown on the ‘output’ spaces of that recipe card from the general supply. Players can decide how many/few of their recipe cards to be used each round (one, a few, or all of them), and each recipe card can only be used once per round. When all players are finished using their recipe cards, the ingredients are distributed. Ingredients from the ‘input’ spaces of a recipe go back to the general supply, and ingredients left on the ‘output’ spaces go into your cauldron.


This leads us to the next step – Pass cauldrons. All players will pass their cauldron (and the ingredients on it) to the player on their right. The ingredients from your new cauldron are now added to your workbench. Each type of ingredient has a finite number of spaces on your workbench, though. If these new ingredients cause you to completely fill up a row, any excess ingredients of that type are given back to the player who passed you the cauldron. Any ingredients you get back from an opponent go at the top of your player board, into your Witch’s Circle. When all players have resolved their new ingredients, the next step is to check for winners. If any player has 5 or more ingredients in their Witch’s Circle, they are declared the winner and the game ends! If nobody has at least 5 ingredients in their Witch’s Circle, players will pass their hand of remaining recipe cards to the player on their left, draw back up to 4 cards, and a new round begins. The game continues in this fashion until a player has at least 5 ingredients in their Witch’s Circle by the end of the round.
As you can tell from my intro, as well as the rating graphic, I really love this game. I came into it expecting something light, cutesy, and fun, and what I got was so much more than that. Yes, the components (more on that later) and artwork are colorful and eye-catching, but the gameplay is what really surprised me. For a game that literally only has 2 mechanics listed on BGG (simultaneous action selection and variable player powers), the amount of strategy in this game blew me away. Is it the most strategic game I’ve ever played? No. But it was one that kept me engaged and thinking the whole time. There are 3 major elements that you have to consider: recipes, ingredients, and your opponents. For recipe cards, you have to strategize which recipe to add to your tableau, as well as which recipes to use each round. You are allowed to use as many recipes in a round as you wish, so which ones are the best use of your resources? The next element: ingredients. Aside from strategizing about your recipe cards, you have to figure out how to best manage your ingredients. Which recipes offer the output you want? Which ones eat up large numbers of ingredients? These are all things you have to be considering during the Brewing Phase. And finally, you have to keep an eye on your opponents. You ultimately win by causing your neighbor to have an ‘overflow’ of ingredients – so which recipes can produce ingredients that they don’t need more of? Everyone can see each others’ player boards, which gives you a little insight into perhaps which recipe cards you want to activate this round. Add the fact that pretty much all of this is happening simultaneously?! That just is another layer to the strategy you need for this game! Even just describing this gameplay and strategic implications has me psyched to play again! There is much more to Whirling Witchcraft than meets the eye, and that makes it an awesome game to me.


Ok, so the part we’ve all be waiting for – components! The player boards, cards, and Arcana tokens are all great quality, and vibrant in color. The artwork itself is a unique style that really catches the eye and fits the theme extremely well. The iconography/color-coded ingredients are clear to differentiate, and help streamline the gameplay. The ingredient cubes are your standard wooden cubes, and they are nice and sturdy for their small size. The 3D cauldrons are sooooo cool! Are they necessary to the gameplay? Wellllll not entirely – you could easily just use a simple cardboard circle on which to place ingredients. BUT they make the game feel more immersive, exciting, and fun to play! AEG could have as easily not gone with the 3D idea, but the inclusion of this unique component helps elevate the engagement and gameplay to me. Having physical 3D cauldrons adds so much to the overall table presence of this game, and it makes it feel like you’re playing a deluxe/upgraded game. Add in the fact that the box is made to house the assembled cauldrons, so you don’t have to be continually assembling/disassembling them every time you play. Great forethought and execution! So all in all, excellent production quality overall!
If you’re in the market for a game with ‘simple’ mechanics but elevated strategy, I highly recommend Whirling Witchcraft. This game truly is a gem, and it plays relatively quickly for a ‘heavier’ game. I’ll be the first to admit that I was drawn to this game by the components, but the stellar gameplay is what makes me keep playing it. Purple Phoenix Games gives this one a whirling 5 / 6. Check it out, you won’t be disappointed!
  
Dragons Wild
Dragons Wild
2021 | Card Game, Fantasy, Mythology
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?

Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.

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 launching February 2, 2021, or through any retailers stocking it after fulfillment. -T


To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.

Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.

Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.

Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.


The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…

Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.

The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!

If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.
  
Fans of the award-winning Borderlands 2 will be thrilled with the latest downloadable content adventure (DLC) Tiny Tina’s assault on Dragon Keep. This is the fourth downloadable adventure for the game and while it is not necessary to own or have played the previous adventures it is required that you own the full version of Borderlands 2 in order to enjoy the game.

 

As any fans of the series will know, Tina is the highly precocious yet unstable character with a penchant for blowing things up. This time around she is hosting a role-playing game session for her colleagues from the first game. With time on their hands, the group reluctantly agrees to take part in the adventure which is set within a fantasy realm. This allows the game developers to capture the elements of Borderlands 2 that works so well such as the team-based gameplay, millions of weapons and power up combinations, customizations, and above all action-packed gameplay while introducing a new twist.

 

The twist this time around is not only in the fantasy setting which allows gamers to encounter skeletons, dragons, Orcs, dwarves, wizards, and other fantasy opponents, but dealing with Tina herself. As the host of the game, Tina often presents seemingly impossible challenges such as introducing an undefeatable Dragon at the start of the game. This allows humor to enter into the picture as you can clearly hear the other players complaining about this development which in turn causes her to adjust the game on the fly to a more manageable opponent or situation. While being immersed in the game and being able to hear the players banter about their situation as well as complain to Tina really captures the immersive elements of role-playing games and provides some of the best moments of the series to date.

 

The quest is a straightforward save the Queen style mission but along the way there’ll be plenty of laughs and challenges to keep even the most hard-core gamer satisfied. I took great delight in using my high-powered sniper rifle to take down adult skeletal archers as well as reducing skeletal swordsmen to crumbling piles of bone with one well-placed punch. For me the ultimate delight was knocking a helmet off opponent with a well-placed shot and then sending the skull flying with the follow-up. Unfortunately you still have the skeletal body to contend with but once weakened, they went down very easily. There are no vehicles to contend with this time as all travel is done on foot but this in no way lessens the experience as this is a classic combination of role-playing games and Borderlands universe that comes complete with jokes about rolling for initiative and other genre staples.

 

There is a lot of challenge offered in the game and at times some of the boss battles are exceptionally difficult and work best when you have players assisting you in the quest. Even so, expect several trips to the regeneration chamber as death is definitely a constant in the game even for the most experienced players. The game supports up to four players and allows them to drop in and out of the game at any time.

 

The graphics and sound of the game are first rate and illustrate just why Borderlands 2 won so many awards. The detail level of dungeons, castles, dark forests, and other fantasy realms came alive with vivid clarity and was a nice change of pace from the previous settings in and around the world of Pandora. I found myself enjoying this offering more than I had the previous three DLC packs which is saying something as each one of them was highly enjoyable in their own way. The banter between Tina and the players will have fans and stitches but there are some very unexpected and tender moments in the game as well.

 

There are also plenty of side quests available for those who want to expand their experience and countless new weapons and power up opportunities can be found from the abundant treasure chests that litter the landscape as well as by defeating key opponents. I did find the pathfinding at times to be a bit frustrating especially in the mines as at times various members of the party was unsure of which way to go. That being said, the final result was a big success and I look forward to seeing what is to come next in the franchise. The game is available for the PC, Xbox 360, and Playstation 3 systems.

http://sknr.net/2013/07/11/httpsknr-netreviewsgaming-reviewsborderlands-2-tiny-tinas-assault-on-dragon-keep-on-dragon-keep/
  
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!
  
    Kung Fu Pets

    Kung Fu Pets

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    Discover the mystical new world of Kung Fu Pets! Train your pets to become the ultimate Kung Fu...