
Purple Phoenix Games (2266 KP) rated Tales of Evil in Tabletop Games
Oct 1, 2020
Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.
Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.
I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.
All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.
While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.
Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…

Purple Phoenix Games (2266 KP) rated Pirate's Mark in Tabletop Games
Mar 29, 2021
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?

Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.

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Purple Phoenix Games (2266 KP) rated On the Rocks in Tabletop Games
Sep 7, 2021
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?

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