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Strife: Legacy of the Eternals
Strife: Legacy of the Eternals
2014 | Card Game, Fantasy
I cannot tell you how hard it is to organize a game night with the full group. And I probably don’t have to – I’m sure you understand the struggle too. So for those times when only 2 of us are available, it’s always nice to have 2-player only games to play. But sometimes deciding on a game can cause a bit of strife…

War rages across the land as the Eternals (immortal beings) fight each other for dominance over the realm. Calling forth their chosen Champions, battle after battle is fought until one Eternal emerges victorious. Will your Champions aid you on your quest for supremacy, or will you be forced to cede to another Eternal in the end? Choose your Champions wisely, and may your legacy and power reign supreme!

Strife: Legacy of the Eternals is a competitive two-player game of perfect information – each player has an identical hand of 10 cards from which to play. At its core, Strife is like War – players simultaneously reveal their chosen card and the highest number wins that battle. Players earn Victory Points for battles won. But there’s a twist. Each card has a unique ability (Battle Ability) that, when played, can influence the total power of either your or your opponent’s card for the given turn. And that’s not all – each card also has a secondary ability (Legacy Ability) that can be used the turn after it was initially played to also influence the total power for that next turn. Strategy is key! How can you play your cards in a way that both the initial and secondary powers can benefit you? One power is immediate and one is delayed by a turn, so think carefully about how to best combo your cards/powers! Don’t forget, as a game of perfect information you also know exactly what your opponent is working with too! Use your deduction skills to determine which card they might play and figure out how to use your remaining cards to undermine their total power. The game is played over the course of 3 rounds, and the player with the most Victory Points at the end is the winner!

For a game that seems so simple, Strife actually has a steep learning curve. Every card in your hand has a unique Battle Ability AND Legacy Ability that you have to learn to successfully play. You can’t just pick this game up and play if you don’t know the powers and understand how they work. It might be a little easier to learn if there was a player reference guide for all of the powers so you could just look in one place, but there isn’t one. So I’m left flipping through all of my cards trying to find a power that I thought I saw that could maybe combo with a power on a different card. The rule sheet suggests using ONLY Legacy Abilities your first game to get a feel for the flow, which I appreciate. But when you finally add in the Battle Abilities, you have to be paying attention to 2 different powers on 2 different cards each turn and it can be confusing if you don’t fully know all of those powers.

That being said, I think this game would be great if it used ONLY a Battle Ability or ONLY a Legacy Ability. Having both just feels like too much to me. Until you understand all of the abilities, it’s hard to decide on a strategy since you don’t really know how certain powers will work with each other across different cards. I have played this game multiple times, but since I don’t play 2-player only games often, I haven’t had the opportunity to totally learn all of the powers. And if you play with someone that has never played Strife before, it feels a little unfair if YOU know the abilities and how they work while your opponent is totally in the dark. It would be a much easier game to grasp if there was only 1 power on 1 card to consider for each turn.

I got Strife from Travis when he was doing a small purge of his collection, and I can see why he was getting rid of it. It’s a part of my collection, but I can’t guarantee how long it’ll stay there. In theory, it’s a cool game. But in actual execution, it’s just a little too complicated for what I feel it should be. Give Strife a try if you want, but I don’t really think you’re missing much if you don’t. That’s why Purple Phoenix Games gives Strife a 4/12.

https://purplephoenixgames.wordpress.com/2019/03/20/strife-legacy-of-the-eternals-review/
  
Dodos Riding Dinos
Dodos Riding Dinos
2020 | Racing
Ahh dinosaurs. One of my favorite themes! What’s this? Dodos on top of dinosaurs? And they seem to be running away from something? Well now I’m just intrigued. Oh, they’re running from THE meteor and you are trying to sabotage your opponents so they get destroyed first, and this is a race to see who is destroyed last? Ok I’m in.

Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T

To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!

Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.

That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.

Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.

Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.

Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.

It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.

So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
  
    MechaTop

    MechaTop

    7.0 (1 Ratings) Rate It

    Tabletop Game

    MechaTop is a board game system that will allow you to deploy on the battlefield all the models of...

Hit the Silk!
Hit the Silk!
2021 | Bluff, Card Game, Deduction, Party Game
Ok here’s the deal. You and your buddies have gone in deep with the casino and they are out to ice you if you don’t pay up. You have secured the funds to repay your debts and have hijacked the plane needed to get back to settle up. There’s just one problem: there are 3-6 of you and only 2-5 parachutes on board this plummeting aircraft. With whom to ally and can you make it off the plane with enough parachutes and money to make this run worth it?

Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?

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. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.

Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.

The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.

Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).


Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.

So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.

I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.
  
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).