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Onitama
Onitama
2014 | Abstract Strategy, Ancient
Who knew that a game, whose loose translation in English is “Ogre Ball” or “Demon Spirit, ” could pack such a 2-player punch, have a checkersesque simplicity, but also the depth in strategy that can be found only in its inspired creation. PPG encourages you to try, what we find to be anyway, the most inspiring Chess spin-off since Chess itself. If you are like us, you are super busy with everyday life and just can’t seem to find the chance to learn how to play the age old classic quintessential board game. Well, get your pawns ready because Onitama will suck you in, and 3 games later, you’ll still have another half hour free to play!

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

While at first glance, Onitama seems to be another little guy trying its darndest to bring down the classic giant. However, this is where the genius of this game really kicks in. It doesn’t try to take down the giant, but yet streamlines it in a way you would never expect. Onitama brilliantly finds a way to keep the grandeur and thick strategy you would expect from Chess, but eliminates the amount of time needed to craft your next move. Okay, so how is this possible you ask!? Well, in Onitama, you are provided 2 cards on each turn that include a set of possible paths that ANY pawn on the board can take. Seems limiting at first right? That’s the beauty. It’s not. You will be planning your moves quite quickly as the card you just used will trade hands around the table once played. So while a certain card may be your absolute best move in that moment, it may also be the key to your opponent winning the game if you pass it to them. Enter strategic bliss! While you don’t have to remember which way the Knight moves again, you do need to think on your feet potentially 2-3 turns ahead so that you don’t play into your opponent’s plans to victory!

A few other glowing graces this board game includes is its low price point, high quality cards, components (playmat included!), and visually beautiful artwork inside and out. While not imperative to the gameplay of Onitama, you will love the clever naming of the potential move cards. The shape of the move on the card plays a certain role in its naming. E.X. a longer squiggle type move on a card might have the name of “Snake.” Or, a card with the name “Dragon” let’s you leap across the board numerous spaces at a time as if in flight to exert your winged dominance.

We here at Purple Phoenix Games really love Onitama; it’s one of our highest rated 2-player board games! While it can act as a quick filler game between other heavier board games, it can also be played numerous times one after another without the loss of fun or strategic opportunities. I personally cannot think of a time I have ever sat down and played Onitama just once. This game keeps you coming back for more. We hope you will consider picking up a copy soon! As I write this, there are already a few expansions out there or in the works. Check back soon for some exciting updates to this already great board game! Purple Phoenix Games gives this one a calculated 19 / 24.

https://purplephoenixgames.wordpress.com/2019/04/12/onitama-review/
  
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Purple Phoenix Games (2266 KP) rated Nations: The Dice Game in Tabletop Games

Aug 16, 2019 (Updated Jul 17, 2021)  
Nations: The Dice Game
Nations: The Dice Game
2014 | Civilization, Dice Game
If you have been around board games over the past several years you will notice trends here and there. Some games came out with smaller, easier to digest, versions of themselves as card games, or roll-and-writes, or in this case: dice games. The goal is to get the same kind of feeling and experience as playing the older sibling in a much smaller and time-friendly spin-off. I have played Nations (the original big game) before, but does Nations: The Dice Game give a similar feel?

Nations: The Dice Game (can I please just call it Nations for this review as we know I am not talking about the original? Thanks.) is a civilization building, upgrade tile drafting, dice game for one to four players. Players will be upgrading their civilizations over four game rounds to compete for Books and VPs. The player with the most VP at the end of the game is the winner.


Disclaimer: The photos shown here is for a solo game, as I took them during my learning game using the solo rules. Normally the purple d4 is not used in multiplayer games. -T
To setup, each player will choose a starter civilization mat, receive five white dice, a gold chit, and a re-roll chit. Player order will be determined by cards and each player will receive their player order card which doubles as a reference card (great idea). The Progress Board will be set on the table and populated with randomized Age I Progress tiles according to the rule book. The Score Board will also be placed on the table to track Books, Events, and final VPs. The game begins with each player rolling their five dice.

Nations (TDG) is played over four ages with multiple rounds per age. At the beginning of each age old tiles will be removed from the Progress Board and new ones for the current age added. Also an Event tile will be drawn and placed on the Score Board to signify goals for Famine and War at the end of the age. On a player’s turn they will take one action from the following: Re-Roll (any or all unused dice by spending a re-roll chit), Buy tile (from the Progress Board to upgrade player mat spaces and dice), or Build Wonder (tile using Stone dice or chits for VP). When a player has taken as many turns/actions they wish for the age, they turn their player order card to the side to indicate they have passed for the remainder of the age.


Once all players have passed, they will tally their unused dice and any chits showing Books to be recorded on the Book track. Players will score points for Books based on how many opponents they have outscored for Books. Then players will consult the face-up Event tile that was revealed at the beginning of the round. The top portion displays VP earned when players discard unused dice and chits showing Famine leaf icons matching or exceeding what is on the Event tile. Similarly, for War players will consult the Event tile and use the sword icons on unused dice and chits to score any VPs for War. Play continues in this way across all four ages and once the fourth age has been scored the game ends and winner named victorious!
Components. I have mostly good news here. The dice in this dice game are wonderful. They are all easy to read and understand, and feel great when rolling nine or ten of them at once. The chits are fine, the Progress and Event tiles are nice and thick. The player mats, Score Board, and Progress Board are very thin though. I was going to give that a negative remark, but you know, players don’t really handle them during the game so there is no real need for them to be any thicker. The art is similar as in Nations, and while it does not resonate with me, it is fine. I won’t be playing Nations for the art.

All in all the game is fine. It didn’t blow me away or completely replace Nations (the big game) for me. It IS a pretty quick game to play, so there is one definite improvement over the big brother game; 10-15 minutes per player is pretty spot on. I usually do not prefer dice games to the originals (BANG! The Dice Game being the obvious improvement), and this one is really just on par with the big game. While it takes up less space on the shelf, I wouldn’t necessarily recommend it over its sibling. I feel the same way about each game, so my recommendation is get the version you feel would be played more often. Purple Phoenix Games gives Nations: The Dice Game a Montezuma-should-be-in-Age-IV 6 / 12. Give it a shot if you are into dice games, but grab the original if you want something meatier.