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Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
Castle Dice
Castle Dice
2013 | Dice Game, Medieval
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?


Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!

Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.


Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.

I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.

Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
Roll Player
Roll Player
2016 | Dice Game, Fantasy
Are you up for some role play? If so, you’ll have to find a different website for that. But if you’re up for some *roll* play, then you’ve come to the right place! Welcome to Roll Player – a strategic game of dice rolling, card drafting, and character creation!

On your way into town, you bump into a mysterious stranger. He tells you that he’s on a quest and is looking for companions to share in the journey (and loot!). A sneaky rogue like yourself might just pick-pocket the man and be on your way. But as a warrior, maybe you’ll go along for some action! What? You’re a wizard? That’s ok! Every good adventuring party needs a character knowledgeable in the mystical arts! The point is, your character is what you make it, and that is exactly how Roll Player works – think RPG character creation, but game-ified!

You take turns rolling dice and drafting cards to hone up your skills and attributes – the player at the end of the game with the best adventurer (determined by Victory Points) is the winner! You start with a set race, class, and backstory that determine your end-game attribute goals, and any extra Victory Points are up to you! How will you manipulate your dice to achieve your goals? How can you draft the perfect skills to outperform your opponents? The possibilities are endless!

Having played Roll Player at least a dozen times, I can honestly tell you that I thoroughly enjoy it. Rolling dice and drafting cards seems simple enough, but the amount of strategy needed to try to meet all of your end-game goals is what makes Roll Player a fun challenge. This game requires more thought than others, but I don’t think that necessarily makes it any harder to learn or play. I’ve found that once I help walk a new player through their first turn, the rest of the game is fine, and turns generally pass quickly enough too (as long as your opponent doesn’t suffer from AP…) so that the game doesn’t actually feel that long.

All in all, Roll Player does make you think, but it’s not such a heavy game that it’ll feel super serious. Purple Phoenix Games gives it a 17 / 18 (Josh has yet to play it).

https://purplephoenixgames.wordpress.com/2018/12/03/roll-player-review/
  
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The Marinated Meeple (1848 KP) Jun 12, 2019

I was lucky enough to learn the game from the designer.... I'll never forget it.... sorry for the humble brag.

Dungeon Roll
Dungeon Roll
2013 | Dice Game, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!

After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!

The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.

Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!

https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.
  
BANG!
BANG!
2002 | American West, Bluff, Card Game, Deduction, Fighting
“I’m gonna bang you.” Taken out of context, one might be slapped for saying such things. While playing a rousing game of BANG! The Dice Game, it’s only too common. To “bang” someone (in this game) is to shoot them. With a gun. While Purple Phoenix Games does not condone violence or murder, you gotta admit that banging your friends with no risk of bodily harm is definitely exciting!

Okay, so at its Wild West heart, BANG! The Dice Game is just that: a dice game. Have you played Yahtzee! before? Or anything with the Yahtzee! mechanic? You know, you throw some dice, save one or more for scoring, and can re-roll up to twice more to try to get the desired result? Well now you know how to play BANG! The Dice Game – mostly.

What makes this different and more exciting than Yahtzee! is that everyone will have a special identity which affords them a special player power. It could be re-rolling a specific die face again, or minimizing damage from an attack. Add to that the fact that everyone is also dealt a role card to determine their team affiliation – Sheriff and Deputy, Outlaws, or the Renegade. The Sheriff wins if the bad guys are eliminated, the Deputy wins if the Sheriff survives, the Outlaws win if the Sheriff is eliminated, and the Renegade wins if they are the last one standing.

Now, I didn’t mention that there are “Indians” who could possibly shoot arrows at the players because it’s not politically correct, but this is set in the Old West, and that’s unfortunately what they called Native Americans, and that’s the terminology that is used in the game.

This game boasts a play experience that is fast, engaging on every turn (even the other players’), easy to learn, and just plain hilarious fun. Yes, you could be eliminated in a game, but games typically last like 15-20 minutes, so you don’t have to wait long to get back in the fight.

With easy, fast, and fun gameplay, an interesting theme to role play, and great components, Purple Phoenix Games gives this one a rootin’ tootin’ 13 / 18 (Josh hasn’t played it yet).

https://purplephoenixgames.wordpress.com/2019/01/02/bang-the-dice-game-review/
  
FUSE
FUSE
2015 | Action, Dice Game, Real-time
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!

Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.

For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…

I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!

https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/
  
BANG! The Dice Game
BANG! The Dice Game
2013 | American West, Bluff, Deduction, Dice Game, Fighting
“I’m gonna bang you.” Taken out of context, one might be slapped for saying such things. While playing a rousing game of BANG! The Dice Game, it’s only too common. To “bang” someone (in this game) is to shoot them. With a gun. While Purple Phoenix Games does not condone violence or murder, you gotta admit that banging your friends with no risk of bodily harm is definitely exciting!

Okay, so at its Wild West heart, BANG! The Dice Game is just that: a dice game. Have you played Yahtzee! before? Or anything with the Yahtzee! mechanic? You know, you throw some dice, save one or more for scoring, and can re-roll up to twice more to try to get the desired result? Well now you know how to play BANG! The Dice Game – mostly.

What makes this different and more exciting than Yahtzee! is that everyone will have a special identity which affords them a special player power. It could be re-rolling a specific die face again, or minimizing damage from an attack. Add to that the fact that everyone is also dealt a role card to determine their team affiliation – Sheriff and Deputy, Outlaws, or the Renegade. The Sheriff wins if the bad guys are eliminated, the Deputy wins if the Sheriff survives, the Outlaws win if the Sheriff is eliminated, and the Renegade wins if they are the last one standing.

Now, I didn’t mention that there are “Indians” who could possibly shoot arrows at the players because it’s not politically correct, but this is set in the Old West, and that’s unfortunately what they called Native Americans, and that’s the terminology that is used in the game.

This game boasts a play experience that is fast, engaging on every turn (even the other players’), easy to learn, and just plain hilarious fun. Yes, you could be eliminated in a game, but games typically last like 15-20 minutes, so you don’t have to wait long to get back in the fight.

With easy, fast, and fun gameplay, an interesting theme to role play, and great components, Purple Phoenix Games gives this one a rootin’ tootin’ 13 / 18 (Josh hasn’t played it yet).