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Purple Phoenix Games (2266 KP) rated Cartagena in Tabletop Games
Dec 3, 2019
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
Purple Phoenix Games (2266 KP) rated Set a Watch in Tabletop Games
Sep 26, 2019
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Purple Phoenix Games (2266 KP) rated Kim-Joy's Magic Bakery in Tabletop Games
Apr 8, 2022
A magical bakery in a forest co-owned by a quirky board game loving contestant on The Great British Bake Off? If there was ever a game specifically designed for my wife, this is it. She loves baking, cute card games, and that super-famous show (she was always a fan of Mary Berry). That said, I don’t think I would ever be able to live with myself if I didn’t bring this one home and share it with my wife. Let’s see what we liked and what we didn’t.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
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Purple Phoenix Games (2266 KP) rated Fort in Tabletop Games
Jul 27, 2021
One activity my 5-year-old son will never tire of: building forts. Mostly pillow/blanket-based, but all I am doing is grooming him for an eventual treehouse fort of his own in the backyard someday. What an excellent theme for a game, and when I had a chance to speak with Brooke from Leder Games about reviewing this one, I absolutely jumped for joy for the opportunity. No guessing whether we like a game here at Purple Phoenix Games – we put our ratings right on the first graphic of every review, so you know already that I love Fort. Let’s see why.
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…