Purple Phoenix Games (2266 KP) rated Marvel United in Tabletop Games
Sep 1, 2021
Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L
Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!
Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.
Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.
In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.
Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.
As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
Purple Phoenix Games (2266 KP) rated SAIBOU in Tabletop Games
Aug 29, 2019
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.
Purple Phoenix Games (2266 KP) rated Camping with Sasquatch in Tabletop Games
Jun 18, 2019 (Updated Jun 25, 2019)
Camping with Sasquatch is a super silly set collection, hand management, card shedding game in the party game genre featuring, well, Bigfoot. You are dealt a hand of cards of various suits (s’mores, hiking, fishy fishy, etc) and from the large draw pile of remaining cards are revealed three cards. On your turn you must draw a card from the draw pile, and play two cards from your hand. You score points by adding cards to the revealed cards on the table to make sets of suits Rummy style. So you can have a set of 3 like-cards, or a run(?) of 3 different cards, with Sasquatch cards in the same suit being wild. When you complete a set of cards on the table, you claim the set and put the cards in your scoring pile. Each card in your scoring pile is worth one victory point. The first player to shed his hand to zero triggers the end game, and the player with the most victory points is the winner. Duh.
Here’s what makes this game a little different and a little more interesting. The Sasquatch cards are wild. They can be used in a set or a run. Easy. However, you can play a Sasquatch card by itself to the table by slapping it down and calling out what suit it is: “Sasquatch Swimming!” When someone does that the other players must frantically slap the Sasquatch with an appropriate suit-matching card from their hand. If they cannot or if they are the last to do so they are awarded with all the cards that had just been played. In a shedding game, adding cards to your hand is always no bueno. This, however, leads to hilarity at the table, but also frustration if you play with bad sports, or uninterested opponents.
Components. This is a card game. The cards are of good quality, and the art is campy and cartoony. I quite like the art style, but some people I played with had mixed opinions on it. What I did appreciate was the one page folded rulesheet with full color Sasquatch poster on the back. I like light games with non-confusing rules. However, on that subject, I couldn’t find anywhere that it stated we could use more than the three slots to play our cards to next to the draw pile, even though there is a graphic that shows more slots in a dashed outline. We initially played the game with just the three slots available and it was a drag, man. Once we allowed some interpretation of the rules to open up more card slots, the game flowed quite a bit more easily and we enjoyed it much more.
Overall, this is just a silly game of shedding with a unique theme that we all liked. The Sasquatch slap aspect of the game gave it a nice little bump in interest for us, but ultimately we agreed that it was light and fun, but not one we will think to bring out very often. I would like to recommend this, but I will do so to a particular situational scenario. If you are ending your game night and just need a super light nightcap to help you tie one on, then pull out the ‘Squatch. He may eat your hot dogs, but he’s just trying to make a living too. Purple Phoenix Games gives this one a hairy 15 / 30.
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Purple Phoenix Games (2266 KP) rated Tales & Games: The Hare & the Tortoise in Tabletop Games
Mar 12, 2020
We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. – T
The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.
To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.
On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.
Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.
I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
Purple Phoenix Games (2266 KP) rated Skulls of Sedlec in Tabletop Games
Feb 27, 2020
Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.
Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L
Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!
During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.
As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.
Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!
As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.
Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.
Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.
Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!




