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Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
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The Princess Bride: Storming The Castle
The Princess Bride: Storming The Castle
2008 | Card Game
You haven’t played this game? Inconceivable! Actually, quite conceivable. I wasn’t really into the board game hobby when this came out in 2008, so of course I did not pick it up at release. I am a big Princess Bride fan, and I probably would have picked it up at release because I’m a sucker for certain IPs. There are few copies of this still floating around for sale, so it can be had at a modest price. However, will you enjoy it? Will it bore you “to the pain”? Read on.

So this game, at its heart, is a racing game. You will be racing your pawn toward Humperdinck’s castle in the middle of the table, and you need to traverse several Path cards depicting different areas in the Princess Bride universe. Each of these Path cards will dictate whether you will need specific equipment/items to gain access, or if they are free of that requirement. If you start your turn at the gates of the castle, or have an item allowing you entry sooner, you win!

Ok, the bad. The components are just not great. The box is flimsy and boring. The insert is laughable. The cards are acceptable quality – don’t expect any better quality than normal playing cards picked up at the dollar store. The art on the cards is also very boring and the ink used on the cards seems to be flaking a bit after just a few plays. Screen grabs on cards are fine to me, but the choices made on some of these cards are very questionable. The pawns are poorly designed and they fall over all the time, which is unfortunate when you have to play on a smaller table.

The good now. Owning a Princess Bride game that I can pull out and actually play and have a decent time is a positive for me. There are other games with this same IP that are… not at all fun. This one actually has some gameplay to it that you can enjoy for a while, and even crave future plays. Yes, it feels a bit like Munchkin in that you are trying to achieve the winning goal and your opponents are trying their hardest to delay you. However, it differs due to the fact that the pile-on is slow and you have to basically forfeit your turn to debilitate your opponent. Is that strategy worth it? I’m not so sure…

Does it make you feel like you are in the story? Not really. Do you shudder when the RUSes and Shrieking Eels come into play? Nah, but they are so formidable in the story! Is the GAME worth it though? Yeah, it is. If you are a fan of the book or movie, this is the best Princess Bride game out there. Will another game come out and knock it off the top spot? I hope so. But for now, I am happy with my copy of the game. Perhaps I will look into blinging it out a bit to make it more epic. That said, Purple Phoenix Games gives this one a swashbuckling 7 / 12.

https://purplephoenixgames.wordpress.com/2019/01/21/the-princess-bride-storming-the-castle-review/
  
Stellar Leap
Stellar Leap
2018 | Exploration, Science Fiction, Space
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!

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. We 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

Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.

To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!

The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.

At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!

So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.

The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.

Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.

Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
  
Kingdomino Origins
Kingdomino Origins
2021 | City Building, Prehistoric, Territory Building
I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?

Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!

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 (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.

Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.

Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.

After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.


Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.

What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.

So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?

All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
  
Corsairs of Valeria
Corsairs of Valeria
2020 | Dice Game, Racing
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?

Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!

Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.


At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.

Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.


The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.

Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
  
Fray: Champions of the Everyverse
Fray: Champions of the Everyverse
2021 | Dice Game, Fighting, Miniatures, Wargame
Welcome to the Grand Center – an arena of elite combat. As a Watcher, it is your job to bring forth Champions to fight in the ultimate battle royale of the every-verse. It matters not from what time-period your Champion hails, or what fighting styles they possess – if their realm exists, they are viable candidates. Can your Champions collect valuable loot and knock opponents out of the running? Or will they fail to rise above the Fray? The last team standing wins, so put your Champions to the test and claim glory for yourself!

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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L

Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!

A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.

Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.


After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!

Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.

With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.

The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!

Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.
  
Macaron
Macaron
2020 | Card Game, Medieval
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”

Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly 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

For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.


To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.

As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.


The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.

So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!

Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.

Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.

** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.