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    Haikubes Game

    Haikubes Game

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    Tabletop Game

    Perfect for individual inspiration or as an after-dinner game with friends or family, Haikubes is a...

Shadow Kingdoms of Valeria
Shadow Kingdoms of Valeria
2021 | Dice Game, Fantasy
As you’ve read in our previous reviews, we are BIG fans of the Valeria-verse games. Whether we have to recruit adventurers for quests, build a thriving village, or traverse the lands to protect its people from various Monsters, we are all about this realm. For this newest installation in the series, the tables have been flipped on us – because doesn’t it get tiring always being the ‘good guys’? Shadow Kingdoms of Valeria allows players to embrace their inner dark side and fight back against these ‘heroes’ to reclaim dominance over the lands. Sometimes, it just feels good to be bad!

Shadow Kingdoms of Valeria is a game of worker placement and dice drafting/pool building in which players are trying to amass the most VP by the end of the game. Played over a series of rounds, players will take turns moving their Warden, drafting dice, and performing various actions. To setup, place the main board in the center of the play area. Shuffle and place the Battle Plan deck, Award cards, and Champion decks in their corresponding locations. Fill the dice bag with the requisite number of dice for your player count, and draw/roll/place the listed number of dice in each of the 5 Shrines (areas) of the main game board. A specified number of Gems are placed in the appropriate Shrine, and each player places their score marker on the 0 space of the score track. Each player receives a player board, random Campaign Map, Warden and Conquest Markers in their chosen color, as well as markers for Gold, Influence, and Magic. Choose a starting player, and the game is ready to begin! The setup for a 2-player game is pictured below.

On your turn, you will move your Warden from its current location to one of the other 5 locations on the board. Whichever location you choose dictates what actions you may take this turn, and are as follows: Gem Shrine, Magic Shrine, Champions Shrine, Gold Shrine, Tactics Shrine, or your own Camp. When placing your Warden at any location (with the exception of your own Camp), you will first select one of the dice found at that Shrine and place it on an open space of your player board. You may not move to a Shrine if it has no dice! After taking a die, you may perform the action associated with your chosen location. The Gem Shrine allows you to take 1 Gem, which can be used to manipulate dice in future turns. At the Magic Shrine, you may gain 2 Magic or claim 1 Award card. Magic can be spent in the game to manipulate dice or partially refresh the Champion/Battle Plan decks, and Award cards give you VP and can be claimed once you have met their requisite conditions. The Champions Shrine grants you the opportunity to buy a Champion card. Champions can provide either Immediate, Ongoing, or End-Game effects. The Gold Shrine allows you to gain Gold (used to purchase Champions and Battle Plans), and the Tactics Shrine allows you to buy a Battle Plan to be placed in your reserve on your player board.

The final location, your own Camp, is on your player board. When you place your Warden here, you are committing to perform a Battle. To do so, select which Battle Plan you wish to complete (either from your reserve, or pay Gold to buy directly from the Battle Plan line), and place it on your player board. All Battle Plans have certain dice requirements that need to be met in order to be completed. Select and manipulate which dice you want to use for your chosen Battle Plan, and add up your total Strength. Compare your Strength to your Influence marker – the lower of the two will be your total strength for this battle. Check the chart on your player board to find the number of VP you earn for the total Strength level achieved in the Battle, and immediately move your score marker the appropriate number of spaces. After performing a Battle, you get to level up your player board. During the game setup, each player receives 10 Conquest Markers that are housed on their player board, blocking/locking certain bonuses, abilities, and dice slots. After a Battle, you may remove 1 Conquest Marker from your player board (granting you a new bonus/ability for future turns), and place it on your Campaign Map. Campaign Maps have nine different slots that will grant you differing rewards. Once you have moved your Conquest Marker, return all dice used in this Battle to the dice bag, and move your completed Battle Plan card to the side of your player board. Your turn then ends and the game moves to the next player.


The game continues in this fashion, with players moving their Wardens, collecting dice, and performing actions, until one player has completed their 7th Battle Plan. The round continues until all players have had an equal number of turns, and then players add up any remaining VP. The player who has accumulated the most VP is then declared the winner!

It really should come as no surprise to you that I love this game. Beyond just the Valeria-verse theme, though, the gameplay is more strategic than I originally thought. Yes, it’s a worker placement and dice drafting game, but the underlying strategy is really what makes it great. You see, the dice in the game have 3 different elements that affect your strategy. First is the color: each color matches a Faction, and different Factions are required to complete specific Battle Plans. Next, is the actual die value: you want higher numbers to get a higher Strength, which equates to more VP when completing Battle Plans. And lastly is the discount: depending on the face value of the die, you will receive a discount towards purchasing Champions, Battle Plans, or collecting gold. The lower the face value of the die, the higher the discount, and vice versa. So yeah, maybe taking a 1 value die won’t really help in the Battle Plan, but the amount of gold it allows you to collect might be worth it. You have those 3 things to consider for dice alone! And that doesn’t even take into account which Champions you might want to buy, or what Battle Plans would be beneficial to you.

Another neat strategic element are the Conquest Markers on your player board. Everyone starts with the same number/placement of Conquest Markers, but as the game progresses, players may resolve them in various ways. There is no ‘correct’ order in which to move Conquest Markers – it all comes down to your strategy. Maybe you want more dice right off the bat, so you remove those first. Or maybe you want to be able to reserve more than 1 Battle Plan at a time, so you go for that one. It’s going to be different for every player, and it’ll be different every game. It all depends on the layout of the main board, and which dice and actions are available to you at any given time. There are so many strategic considerations throughout the entire game, and it keeps all players actively engaged.

Components. No surprise here, but the component quality is great, which is to be expected of Daily Magic Games. The cardboard is all thick and chunky, the wooden tokens nice and sturdy, and the cards are easy to manipulate and clear to read. The artwork is, in my opinion, one of the greatest things about the Valeria games, and Shadow Kingdoms is no exception. When getting the game set up, sometimes I find myself just looking through the cards and really appreciating the artwork. So all in all, great production quality here.

Does Shadow Kingdoms of Valeria climb the ranks to my favorite Valeria game? Not quite, but I have to say honestly that it’s getting there. The gameplay is solid and straightforward, the strategic implications are vast, and the components make the game feel awesome. And to get the Monster perspective in this universe is a neat twist that I otherwise would not really have thought of. If you’re a fan of the Valeria games, definitely check this one out. Or if you’re just a fan of worker placement, with some unique elements of drafting, then I highly recommend this one as well. Purple Phoenix Games gives it a mighty 5 / 6. Check it out. I don’t think you’ll be disappointed.
  
    Ludo game

    Ludo game

    Games and Entertainment

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    App

    The classic board game of Ludo is now on your iPhone and iPad. Ludo under traditional rules of the...

Steam Park: Play Dirty
Steam Park: Play Dirty
2016 | City Building, Dice Game, Game Expansion, Real-time, Science Fiction
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 action dice-rolling and them park-building game Steam Park’s modular expansion, Play Dirty (as in dirt, not as in adult themes). Play Dirty is a modular expansion, so some modules may be added or left out depending on comfort level and enjoyment of each module.

One major module added to this expansion is the addition of a fifth player to Steam Park. As if Steam Park wasn’t frantic enough with four, go ahead and throw in a fifth set of hands going crazy at the table! Also included are gray “Stingy Visitors,” which act as wild visitor types for color, but provide one less Danari (currency in Steam Park) but create NO DIRT. Excellent! Play Dirty also includes a new set of five stands for robots to do business: Fountain, Hall of Mirrors, Office, Shooting Gallery, and Incinerator. Along with these new stands are a set of stand reference tiles to remind players what each stand actually does in the game. Very handy.


The biggest difference-makers in the expansion box are the Ride Extensions, Park Directors, and Espionage Dice. Ride Extensions do just that – extend existing rides in one’s park, but the two different colored extensions (golden and rusty) have their own rules that are triggered depending on colors of robots upon them. The Park Directors module adds a new twist that changes the rules for an aspect of the base game for all players throughout the entire game. These are very powerful changes, and one Park Director is chosen to be used at the beginning of each game. Espionage Dice are very special in that one is added to each player’s white dice and rolled as normal throughout the game. However, the Espionage Dice cost 4 Danari to activate after the Roll Phase. The power here is that the player using the die pays one Danari less to use it when matching the face of white dice in their opponent’s pig sitting to their right. For example, to use a Build Stand face on Espionage Die will cost four Danari normally. However, should the opponent on the right have four Build Stand symbols showing on their white dice, the Espionage Die activates for free!
Must you own the Play Dirty expansion to truly enjoy your plays of Steam Park? Not at all. I do very much enjoy several of the modules in the box though. I really enjoy the powerful Park Directors because it freshens up a rule from the base game or modifies it in interesting ways. I like the new Stands that come in the box as well for additional options during play, but you MUST use the reference tiles, especially if combining all 10 Stands. The other modules are fine, but I would have been happy with just the ones I mentioned here.

Official recommendation: I remember my first play of Steam Park and falling in love with it right away. I have never felt stagnation in my future plays, but adding Play Dirty certainly is a game-changer in every sense of the term. I say definitely pick it up if you are feeling the base game no longer gives you the excitement and frenzy it once did.
  
    Snakes & Ladders Game

    Snakes & Ladders Game

    Games and Entertainment

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    App

    Snakes & Ladders Game App is a Fun Game and is a popular board game. This game can be played with...

Thanos Rising: Avengers Infinity War
Thanos Rising: Avengers Infinity War
2018 | Action, Card Game, Dice Game
Great co-op game (2 more)
Dice build game
Feel powerful against Thanos
Can be a bit repetitive (2 more)
Doesn’t feature everyone in the MCU
No expansion packs
Feels like Endgame finale when you win
Thanos Rising is unexpectedly a very likeable game. It appears complicated initially but once you learnt the core basics, there’s not that much more to it to really get into the game. Multiple sessions have provided various outcomes from near to death to colossal victory and there’s no short cut to win strategy. It’s essentially down to the roll of the dice. And then you have to make a decision: build your team and get power ups or stop the Thanos henchmen from killing off potential team members. Sometimes it is clear cut, others not so much. Which is why it is important it is co operative.
It’s not without its flaws: it can get repetitive after a while and eventually playing it on difficult is the only way to play to make things interesting but it does provide a great night entertainment.
  
    DiTiC

    DiTiC

    7.0 (1 Ratings) Rate It

    Tabletop Game

    DiTiC is a tile placement and dice-pawn movement game for 2-4 players. Combine pawns to level them...