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Purple Phoenix Games (2266 KP) rated Divinus in Tabletop Games
Aug 10, 2021
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
Purple Phoenix Games (2266 KP) rated Tidal Blades; Heroes of the Reef in Tabletop Games
Apr 20, 2021
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.
DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.
Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!
Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.
On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.
It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.
Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.
The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.
Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!
Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.
On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.
It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.
Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.
The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
Purple Phoenix Games (2266 KP) rated ICECOOL in Tabletop Games
Jun 25, 2019 (Updated Aug 13, 2020)
Moving components around the board/play area is a staple of most board games. As board games have evolved, that mechanic has maintained an integral role in many games. If it ain’t broke, don’t fix it, right? Well just because it’s not broken, doesn’t mean it can’t use a little innovation….and that’s where ICECOOL comes into play.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
Purple Phoenix Games (2266 KP) rated Gnomes & Wizards in Tabletop Games
Jan 21, 2020
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
Purple Phoenix Games (2266 KP) rated Fantasy Ranch in Tabletop Games
Jun 12, 2019 (Updated Jun 12, 2019)
Little known fact: my family used to be involved with local harness racing and horse training. Not much actually rubbed off on me, personally, but I do remember going to the stables to visit with the horses, and I was even allowed to ride the stable goat since I wasn’t yet big enough to get on the horses. Ahh, memories. So when I heard that a game existed with a horse ranching theme, I just HAD to get it to the table. Is it a good game though? Let’s find out! (spoilers: IT’S EXCELLENT!)
DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T
As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.
Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.
Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.
At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.
On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!
Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.
Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.
I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.
https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T
As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.
Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.
Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.
At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.
On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!
Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.
Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.
I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.
https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
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