Search

Search only in certain items:

Fort: Cats and Dogs Expansion
Fort: Cats and Dogs Expansion
2021 | Card Game
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the expansion for the hit game Fort, and this expansion titled Fort: Cats & Dogs Expansion.

This expansion adds a bunch of Dog cards, some Cat cards, and four Doghouse tiles. The Dog and Cat components belong to their respective modules, and the expansion can be played with either module or both simultaneously.

The Dogs module will add Dogs to players’ starting decks. When a Dog is played, their need (the text immediately below their picture) must be fulfilled before their special action is completed. They may also be used as their normal icon to be played with the base game actions. Most Dog cards are then discarded to the players’ Doghouse. However, if Dogs end up in a player’s Yard, at the beginning of their turn they must discard the Dog to the neighbor’s Doghouse. The player with the most Dogs in their Doghouse at the end of the game scores a cool seven points!


Cats, however, are little terrors and have no loyalty to their owner and their special abilities may be lent to whomever currently controls the Cat card. Cats are attracted to certain players based on which cards are present in their Yard at the end of their turn. It is then that the Cat card moves to the player’s tableau and can offer ongoing effects. The other players may then attempt to lure the Cat card to their own Yards at the end of their turns as well. Players score more points at the end of the game for having more Cats attracted to their Yard.
In my opinion Fort did not need any expansions that change the game. However, after adding Cats & Dogs to my game I found that another level of attention must be paid to each turn if you wish to score these extra bonus points. For example, should a player monopolize all the Cats and also have the most Dogs, that will score them 17 bonus points at the end of the game! That is certainly nothing to sniff at. The cards feature great art, again by Kyle Ferrin, and the Doghouses are nice cardboard tiles. I still most certainly enjoy playing vanilla Fort, but I think that with other gamers who are familiar with the base game I will almost always include both Cats & Dogs modules in my games.

Official recommendation: If you are a fan of Fort, as we all are, then adding in Cats & Dogs may spice up your game for you. However, if you are a fan of Fort as is, then this is certainly not a must-have. I thoroughly enjoy this expansion, and like I mentioned – will probably always be adding it into my games, but Fort definitely stands on its own. It is a luxury expansion, yes, but it is also very affordable. So pick it up the next time you are filling your board game carts. I recommend it highly, and the value added far outweighs the cost for this reviewer. MORE FORT!!
  
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.
  
Jumanji: Welcome to the Jungle (2017)
Jumanji: Welcome to the Jungle (2017)
2017 | Action, Adventure, Comedy
Welcome back to Jumanji
How dare they make a sequel/remake/reboot of Jumanji? I mean that film was a classic. Admittedly a very average classic that doesn’t really live up to your childhood memory of it, but still. And, yeah, Zathura was a kind of remake given it was adapted from a book by the same writer and explored the same themes, but nobody watched that, so how dare they do a new Jumanji film? I mean it’s only 22 years since the original came out!

Do you find yourself agreeing with any of that little rant? If you do, then I have a few things to say. First, accept that for thousands of years similar tales have been retold to new generations to keep the spirit of a story alive. Second, why not actually wait to see what the new film has to offer before casting judgement as Jumanji: Welcome to the Jungle actually serves well as a sequel to the first film, whilst doing something new with the idea.

Starting in the mid-90s, and the board game is unearthed on a beach. Given to a teenage kid by his father, the kid isn’t impressed as ‘nobody plays board games these days’, and he gets back to playing on his console. Overnight, reacting to the changes in gaming culture the box works some magic, and the next day the game has morphed to a video game format, to entice a new generation. Jump forward to present day and a group of unlikely teenagers are cast together in detention when they happen upon the abandoned game console. Taking a break from their junk-room sorting, they fire up the game and find themselves pulled into the game -world, each taking on the avatar of the character template they chose on load up. Presented with a quest in true video-game fashion, they set off to find a way to escape, whilst learning something about themselves in the process.

By transitioning to a video-game setting, the story allows for a great deal of fun to be had poking at the contrivances and conventions of the format, especially for games of the era in which the game was inspired. The characters all have strengths and weaknesses, the spawning of lives by dropping from the sky is so reminiscent of many a side-scrolling platform shooter of yesteryear. Even the behaviour of the NPC – I mean support cast – is perfectly drawn upon the mannerisms that game characters act, being there to spout random exposition to move you on your quest. As for the quests – yep, they are pointlessly complicated, filled with traps and red herrings.

But such pokes at video game culture would be wasted if the casting was wrong, but in the four main stars they have cast the perfect personae for each archetype. The heroic, strong and smouldering hero, who is being played by a soft heated geek – The Rock of course. You want a ‘Lara Croft’ style action heroine, albeit played by a socially awkward teen girl – enter Karen Gillan. Weak sidekick who is only there to carry equipment, but being played by a high school jock who thinks he can do anything – Kevin Hart is your man. Round that off with a studious professor type, being played by a female – that kind of comic role works well for Jack Black. Each of the stars cast has a lot of fun playing with there archetypes, and the film does them all justice to allow them to each have their moments to shine. Gillan, in particular, does a great job at looking entirely awkward yet confident at the same time, and her nerdy seduction scene showcases a comic timing ability equal to her action talents showcased in the GotG films.

The action is thrilling, the humour well placed, and the direction solid enough to bring this video game movie to life. In fact, this is one of the best video game movies to date, even though it isn’t even adapted from a real video game. A few nods to the original Jumanji are present, but without awkwardly placed. The end result is a fun family adventure with some great action set pieces and a wry humour, much like the original was. Don’t let nostalgia for the original put you off exploring the world of Jumanji once more.
  
Reef
Reef
2018 | Abstract Strategy, Nautical
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.

Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!

On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.

Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!

As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
  
Gizmos
Gizmos
2018 | Card Game, Science Fiction
I have absolutely never been very good at science. At least not in school. So when I started reading the rule for Gizmos and found out it was set at a science fair I thought I was doomed. Well, turns out you don’t really need to know anything about science to enjoy this one or be decent at playing. So if you are like me and don’t remember anything besides the Mitochondria is the powerhouse of the cell, then read on about a great game called Gizmos.


Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!

On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.


The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.

I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.

With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.

Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
  
YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Doctor Who: Time of the Daleks
Doctor Who: Time of the Daleks
2017 | Entertainment, Science Fiction
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?


Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.

On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.

Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.


This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).

Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.

Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.

While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
  
Neon Knights: 2086
Neon Knights: 2086
2018 | Modern Warfare, Racing, Sports
Some of us actually lived through the 1980s. Just barely, but I certainly remember the neon stylizations, the hair, the tight-rolled pants. It’s not a look I ever hope to reincarnate. However, what if the style of the 1980s reappeared in the future? Like in the 2080s? That would be kind of awesome, actually. Or maybe it would be more bodacious or tubular. In any case, some things never go out of style. Things like attacking your fellow racers as they try to pass on the left with their NOS and dangling repair arms. Just me?

Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.

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, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!

Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.

Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.

During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.

When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.

Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.

All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.

The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.

This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.
  
Ring Fit Adventure
Ring Fit Adventure
2019 | Casual, Sports
Not as fun as I'd hoped
I loved the Wii Fit when it first came out many years ago, so I was glad to hear they'd come up with a new novel fitness game for the Switch. However it isn't as wonderful as I'd hoped.

The idea and concept of this game is great. The resistance ring and the leg strap for the joycons are a wonderful invention and a great modern update of the functionality of the Wii Fit. No more balancing on a board! The resistance ring itself is a surprisingly decent bit of kit, I was expecting something rather cheap & flimsy feeling, but it's actually decently made. I wouldn't recommend wearing lycra style pants though with the leg strap as it constantly slides down if you do!

The idea to have a fitness game that actually has a story and plot like a normal video game is also a genius move. The game looks a lot of fun and the inclusion of non story mode gameplay like mini games and normal exercises is also good to mix it up a bit. The problem with the story and the game in general is that the large majority of the exercises are weight/resistance based, even the exercises involving the legs are mostly squats or crunch type exercises. I'm sure this may not be a problem for most people but for me I personally prefer cardio style exercises with a few bits of resistance etc thrown in. The only really cardio you get in this is the jogging around the levels and it isn't enough. The monster battles that involve the exercises too are very repetitive. I can happily spend an hour in a cardio or zumba class yet after 20 minutes on this I was bored senseless.

I bought this so I had an at home exercise option for when I didn't feel like going to the gym, but in all honesty I dont feel like I got much out of it. Which is a shame as I can really appreciate what they've tried to do here. If you're looking for a bit of fun while toning up your arms, legs etc then this game is probably perfect for you. But if you're like me and are looking for a decent workout (and also struggle sticking with exercise in general), then this game probably isn't for you.