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Harry Potter: Death Eaters Rising
Harry Potter: Death Eaters Rising
2019 | Card Game, Dice Game, Fantasy
Have you read our review of Thanos Rising: Avengers Infinity War? If you have not, please do. I’ll wait. The reason I ask is because this Harry Potter version is a reimplementation of Thanos Rising with a few new twists. Great twists. In fact, I’ll spoil it for you and let you know that I now prefer the Harry Potter version even though I enjoy Marvel-related things in my life much more. But why is it good or better than its predecessor?

Harry Potter: Death Eaters Rising is a game utilizing the Rising system of games (which also includes Batman, Star Wars, and SpongeBob Squarepants as of now) for two to four players. It is a cooperative game where players will take charge of one of the three factions: Dumbledore’s Army, Hogwarts, or Order of the Phoenix in order to defeat Voldemort and his Death Eater cronies. Though Voldemort will be menacing players throughout the game, the players will not be able to attack him directly until about half way through the game. Can you survive long enough to battle the big bad?

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, follow the instructions in the rulebook, but generally the central board will have the large painted Voldemort “mini(?)” and three areas that hold Place cards: Hogwarts, Ministry of Magic, and Diagon Alley. Players will be given one Leader card in their chosen faction (obviously Order of the Phoenix is best) to begin the game. Set aside the damage counters, corruption gem tokens, and Spell tokens in their own piles. Shuffle the main deck of character cards, reveal and place three per Place and then insert the Voldemort card somewhere near half-way into the shuffled deck. The game may now begin.
On a player’s turn they must complete the following steps: 1. Travel to a Location, 2. Roll Voldemort Die and resolve actions, 3. Roll, assign, and resolve Wizard dice, and 4. End Turn. After taking these actions it will be the next player’s turn.

To Travel to a Location, the active player will place their faction-matching Mission token upon one of the Places on the board. This is the Place that the active player may now be able to recruit Wizards from and also attack enemies.

Once at a Location, the active player will Roll Voldemort Die and resolve actions thenceforth. The game affords players a large green Voldemort Die to be rolled. Upon the faces are sides that instruct players to turn the Voldemort mini Left or Right one Place and attack all Wizards there (including all Wizards on a player’s team if Voldemort is now in their Location). Two faces will also show the Dark Mark. When this face is rolled Voldemort does not move, but will attack all Wizards at his current Place (by placing damage counters on the card) as well as activating ALL Death Eater Dark Mark abilities. Not all Death Eaters will have Dark Mark abilities, but when they activate, they can be deadly.

Now that Voldemort has had his fun, the active player will Roll, assign, and resolve Wizard dice. Players will have in front of them faction cards that indicate how many and of which color dice to be rolled on a turn. These dice may be added to or otherwise altered as a result of recruited Wizards’ special abilities as well. Once a player takes the appropriate dice to be rolled, they must roll them and begin assigning faces to Wizards for recruitment, Death Eaters for damage, or other abilities on team cards. Recruiting more Wizards to a player’s team or damaging Death Eaters is how the game progresses because each time a card is recruited or defeated it is removed from the main board and a new card replaces it. As long as at least one die is removed from the player’s pool each time the dice are rolled the player may continue rolling to match symbols needed.

To End Turn, the active player will add any recruited Wizards to their team, discard any defeated Death Eaters, Wizards, or Places, and retrieve their Mission token to be used on the next turn.


Play continues in this fashion of taking turns through the four steps until the Voldemort card is drawn. He then comes into play as an enemy that may be attacked like normal. Players win when they defeat enough Death Eaters and Voldemort, but can lose if the players allow a Place to be completely corrupted (usually by Death Eater card abilities), allowing four Places to be corrupted, if too many Wizards have been defeated per number of players, or any player has all their Wizards defeated from their team.
Components. This game includes a lot of components of varying style and materials. The cards are all very glossy (meh) and feature headshots of the characters mostly. The board is three pieces fit together like a pizza and is great. The damage counters are little translucent red cubes, and the corruption gem tokens are also translucent gems but gray in color. The best components in the game are by far the Voldemort, well, statue and all the dice. The Voldemort piece is incredible, and pre-painted. The stance he is taking is formidable and somewhat intimidating when he’s pointing his wand right at you. The dice have been upgraded to a matte finish (as opposed to yucky polished finish) and feature some great inking. The one negative I have to say is also about the dice: I believe that the faces sometimes can be confusing because the icons are more detailed than is necessary. While some would argue that detailed dice are better than merely serviceable dice, I would much rather see a sword on a face and know it’s a sword than to look at a die face and wonder what I am looking at exactly. In any case, that’s my opinion and yours may be different. Let’s still be friends.

So overall this is a big upgrade over the Thanos version of a Rising game for several key reasons. In Thanos I always felt like every turn could lose the game for us, and Thanos seemed to gain the Infinity Stones too quickly for my taste. In this version, you know you have half a deck before you are able to even fight Voldemort, so being able to tackle his minions until then seems more surmountable. The dice have been upgraded, and the Voldemort die is wonderful and easy to read. That was an issue I had with Thanos: his die was hard to read and the colors were not distinct enough. Not a factor in this version at all. I also feel that this version has much more faction-dependency and interplay. What I mean is that an Order of the Phoenix card may require a player to also have a Dumbledore’s Army card on the team in order to unlock access to their special ability. I like that. I like a well-balanced team, though my first game saw me recruit eight Order of the Phoenix cards and one Dumbledore’s Army card. We won, but I felt bad.

So it’s no surprise that I love this game. I find it better and easier to learn/play than the Thanos version. I like the components a whole lot more. I like the interplay between the factions more. I am sad that I prefer Marvel to Harry Potter, but I do not dislike Harry Potter, let it be known. And I do enjoy this version much more. Purple Phoenix Games gives this one a triumphant 10 / 12. My wife and I truly love it and can’t wait to play it again very soon. If you are looking for a good Rising game, I certainly recommend you look at Harry Potter: Death Eaters Rising. It’s a guaranteed hit if you or a loved one is a Harry Potter fan. For sure. It’s brilliant.
  
Qwixx
Qwixx
2012 | Dice Game
Roll-and-write games have made quite a resurgence lately, and I love it! When I was a younger man I used to enjoy Yahtzee and, though not a roll-and-write but kinda similar, Phase 10. But since my own transcendence into mature adulthood and gamerhood, simpler games just don’t cut it for me anymore. I really don’t consider myself an “elitist gamer,” but I just don’t draw enjoyment from some of the more pioneer games. So how did I get on with Qwixx? Let’s see.

The object of Qwixx is to be the player who earns the most amount of points at the end of the game. Simple. The game can end at any time in the future, so it is a furious scramble for points on each player’s turn.

To setup, hand each player a score sheet and a writing utensil (not included). Roll off to determine starting player. You are now ready to play Qwixx.

On the active player’s turn, they will roll all available dice. The player will add up the numbers rolled on the two white dice and announce to the table the sum. Using this summed number, all players (including the other non-active players) may cross off this result in any row upon their score sheet. Then the active player may add the result of ONE of the white dice to any of the other-colored dice results to use for their own score sheet. So the active player has the opportunity to cross off two numbers on their score sheet on their turn.

You see, to earn endgame points players are attempting to cross off as many numbers on their score sheets as possible. The caveat follows, however, that once a number has been crossed off within a row a player may NOT cross off any lower numbers than the highest number crossed off. Example: if I were to first cross off a 4 in the red row, I may never cross off 1, 2, or 3 of red in the future. Those options are now lost to me.

Caveat ludio! Players beware! At any time a player can “lock” a color row and remove that color die from the game. This can be done by crossing off the 12 box on the sheet. The prerequisite for this action is to have five boxes crossed off in that row. Also, should a player be unable to cross off a number on their turn, they must cross off one of the penalty boxes on their sheet for a loss of 5 points at endgame. The game ends when a player has crossed off all of their penalty boxes or players have locked the second colored row.

Components. This game is a few dice and a pad of score sheets. The dice are of normal d6 quality. The score sheets are fine, but if you really love this game, you might think about laminating some and keeping some small dry/erase markers in the box. The magnetic flip box is the coolest component of this game and you don’t really use it for anything other than storage!

So here are my thoughts on Qwixx. It is not the most exciting game. It is also not a bad game at all. It is a solid filler that can be played while carrying on a conversation (if you feel you can actually chat and math simultaneously). I don’t think I will suggest it be played too often, but if I am jonesin’ for a quick roll-and-write with a couple other people, or if I have a large game day scheduled, I will throw it in one of my bags. I am not alone on this assessment as you can see from our scores, and for these reasons Purple Phoenix Games gives Qwixx a midline 16 / 24. I think you can easily find this at Target or the like for a reasonable price, if this sounds interesting to you.
  
Gaslands Refuelled
Gaslands Refuelled
2019 | Game System, Miniatures
Super cheap miniatures game (3 more)
Easy to get into
Fun rules
Unlimited modelling options
No official pre-made pre-painted miniatures (1 more)
Print off your own templates or buy from 3rd parties
A brilliantly written and illustrated book for a tabletop game of post-apocalyptic racing – fast cars with big guns – Mad Max in miniature.
It’s tons of fun and easy to play the basics straight away. After that, there is more depth to the rules to explore and building teams to keep things interesting and have long term playability. To get started, you can use templates copied and printed from the book and normal dice, or like I have done, you can get plenty of third-party companies selling templates, scenery and ‘skid’ dice.

One of the main reasons I picked this game up, apart from the raving reviews I’d seen online, was the DIY modelling aspect of the game. As a long time mini-gamer of things like Warhammer and Star Wars FFG, I’m used to my miniatures burning a big hole in my pocket. Re-modelling and repainting HotWheels cars (Super cheap – a couple of quid vs about £30 for a Star Wars ship) is the best part of this game for me, you can use standard cars if you want to, but there are no official pre-made pre-painted ‘cars’ which may be a negative, if you’re not into modelling.

Fun is the main priority and my favourite rule is that if a rule is unclear, you choose whichever option results in the most carnage for all concerned … This is ‘The Rule of Carnage’.

Highly recommended – if you want a different mini game that’s fun and won’t break the bank, check this out!