Search

Search only in certain items:

Jumanji: The Game
Jumanji: The Game
2018 | Adventure, Dice Game, Entertainment, Fantasy
Far too simple
I've been eyeing this game up for quite some time, I mean who wouldn't want a board game like the original in the film? Sadly however when I got a chance to play this (fortunately for free), I was hugely disappointed.

This game looks great, but it's the gameplay that lets this down massively. There are some nods to the original film but the problem is that the gameplay is just far too simple. Only younger children could really get a kick out of this for long. It's just a basic game involving rolling dice and after playing 2 rather short games, we called it a day and quite frankly, wouldn't miss playing it again. I appreciate you can't make a board game exactly like the game in the film, but they really could've tried to make something a little more exciting and interesting. Definitely not one I'd advise paying full price for!
  
Thanos Rising: Avengers Infinity War
Thanos Rising: Avengers Infinity War
2018 | Action, Card Game, Dice Game
Thanos is on the warpath. He can’t wait to assemble the Infinity Gauntlet in preparation for The Snap. He has enemy minions to help fight off heroes in three different sectors. But we have The Avengers. And their friends. We can do this, heroes! We can defeat 10 minions before the Gauntlet is assembled and really hurt Thanos. It’s on!

This is a dice-rolling, card drafting game that is light on rules, heavy on teamwork, and a little longer playtime than what’s on the box if you’re doing well (from my experience). Without going too much into the rulebook, on your turn you are going to choose a sector in which you will work. Roll the two Thanos dice. They determine what he does, if he or his minions hit you and your team, and whether he gets closer to obtaining the six Infinity Stones. Then you roll your team dice to activate powers on your team’s cards, recruit more heroes to your team, or wound the minions in your sector. Thanos has three ways he can beat you and you only have one way to beat him – defeat 10 minions/bad guys. The odds are definitely stacked against you, but with the right team combos and with the willingness of your fellow players to play cooperatively, you can squeak out a win.

What I mean by this is using the bonus tokens effectively. On these bonus tokens are extra icons, extra dice to be used, healing capabilities, etc. You can hoard them all for yourself if you like, but the best way to truly beat the game is to be completely open with the bonus tokens. In fact, in the spirit of complete cooperation, I suggest everyone agree to keep bonus tokens in a shared pool so that anyone can access them. But maybe that’s just me.

I have played this game several times now and have not *technically* won a game yet. We would have won the last time we played it, but we had to cut the game short because our playmates’ kids came home with the babysitters. The other times we were completely decimated. The game is actually really hard to win. I like that. The dice are good quality, but I have my issues with the Thanos dice icon choices. It’s not enough to turn me off, but it could be way better. The cards are OK quality – nothing to write home about. I don’t feel the need to sleeve them because they aren’t really handled that much and they mostly stay on the table the whole game. The translucent cubes are fine, the Infinity Stones are really nice, and that completely unnecessary Thanos “mini” is very very cool. I have zero painting skills, or I would improve the paint job on mine for that extra level of coolness.

So I like the game a lot, but don’t LOVE the game. Maybe with even more playthroughs it will grow on me more. I have assembled all the promo cards and just need to play with them more. In all, Purple Phoenix Games finds this one really enjoyable, and we award it a superhuman score of 19 / 24.

https://purplephoenixgames.wordpress.com/2019/01/23/thanos-rising-review/
  
Judge Dredd
Judge Dredd
1982 | Comic Book / Strip, Fighting, Science Fiction
Easy to Pickup (0 more)
Judge Judge Dredd? Sure, I'll do that.
Unfortunately I've only played this game for about an hour, and yet it's something I intend on spending a lot more time on in the near future.

The Judge Dredd RPG is simple, but adds things many RPG's don't have. For example, say you were trying to investigate someone's emails, you would add together your computer dice (2d6) and your investigation dice (1d6) rolling for a total of 3d6. This is a nifty feature which totally makes sense and means you really think about who does what in your games.

Now I do have a problem with Sci Fi games. Namely you can do almost anything, nothing stops you but the laws of physics. This can really derail a game. If you play with the right group then this isn't a problem, but finding those players can be hard.

On the outside of the DM's screen it contains a list of crimes and what their punishment is, which is rather useful as a player. They also contain many useful stats for vehicles.

The paper quality this book is printed on is ~130gsm and as such has a good feel to it.

I personally would look to buy it, but maybe not at full price. They are releasing new expansions and as such this many change with time. But currently I'd look to spend maybe a maximum of £35 on this book.

TL;DR
-Expansive book and screen
-Fun to Play
-Cool Mechanics
-Maybe wait until it's on sale.
  
Taco Ninja Adventure
Taco Ninja Adventure
2017 | Card Game, Dice Game, Fighting
Hello, my name is Travis Lopez. I review board games. I am half Mexican and half European mutt. I like tacos. I like ninjas. I like adventures. That all said, I knew I had to try a game entitled Taco Ninja Adventure right away, just because I like all those things mentioned. Did this one bring the salsa, or did it leave me with a soggy bottom mess?

Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.

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 each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.

Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.

Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.


When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.

I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.

All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.

That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.
  
Xia: Legends of a Drift System
Xia: Legends of a Drift System
2014 | Adventure, Exploration, Fighting, Miniatures, Science Fiction
So Much Sand in Space
A board game billing itself as a ‘sandbox’ is always going to be a little bit clunky, and Xia Legends of a Drift System is no exception. There are plenty of different systems for new players to learn and you will have to be patient when teaching the game. Xia Legend sof a Drift System isn’t particularly heavy, but there are many moving parts. A smarter person than me might have been able to figure out a way of sanding down Xia’s rough edges to make a more elegant experience, but I can’t honestly recommend better ways to implement its systems.

Ultimately, Xia’s dice rolling and the inherent meanness of blowing up your rivals and disrupting their turns, will be deal breakers for some. But if you invite people into your sandbox that won’t take themselves too seriously, there are plenty of toys to go around. I highly recommend you pick up Xia Legends of a Drift System.

Original Score: 4.4/5
Reviewer: John Severn
Read the full review here: https://www.gamesquest.co.uk/blog/xialegendsofadriftsystem/
  
40x40

Shayde (75 KP) rated Monopoly in Tabletop Games

Jun 18, 2018 (Updated Jun 19, 2018)  
Monopoly
Monopoly
1935 | Business / Industrial, Economic
Classic (4 more)
Educational
Fun
Variety of Boards, Styles, & Tokens
Easy to play
Takes years to finish (1 more)
Ruins relationships with friends & family alike
The Classic
Who hasn't played monopoly? It's a fun, classic board game that almost everybody has heard of and attempted at some point. It takes a bit to get set up with your money, but after that, it's just rolling dice and traveling around the board. You're either buying or paying rent on properties you land on, you can trade with your friends, and it feels great when you finally win after playing for literal HOURS. The drawbacks, of course, is that you don't always finish the game because who has a full day to set aside to play a board game? It can get boring after a while. It can also get tense when your friends are building hotels on Boardwalk and Park Place, and all you have is Baltic Avenue and St. James Place.
However, if you have some time to kill and some sturdy, strong friendships you want to test, I highly recommend playing Monopoly.
  
Tiny Epic Galaxies
Tiny Epic Galaxies
2015 | Dice Game, Science Fiction, Space
When it comes to game themes, I’ve got them all – modern mystery, fantasy, superhero, abstract puzzle, pirates, zombies, and more. But the one theme I never had was space. Which, thinking back on it now, is kind of weird because there are so many space-themed games out there. In my exploration of the Tiny Epic series, I eventually came to the third installment, Tiny Epic Galaxies. And thus, the space-game void I didn’t even know I had was filled. Since then, I’ve played a handful of other space-themed games, but Tiny Epic Galaxies is by far my favorite.

In Tiny Epic Galaxies, you are the leader of a galactic empire looking to expand its borders and influence across space. Unfortunately, you are not the only one vying for power – competing galactic leaders are also gathering resources and sending out scouts to planets in hopes of bringing them into the folds of their own empires. Can you outwit your opponents and stake your claim on these new planets before your rivals do? Or are you doomed to live under someone else’s rule forever?

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Tiny Epic Galaxies is a game of dice rolling and area control/influence in which players take turns rolling dice and activating powers in order to gather resources and increase their influence on newly-discovered planets. On your turn, you will roll a specified number of dice, and activate them in any order you choose to perform any of the available actions: move a ship, advance your colonization of a planet, acquire resources, or utilize the special power of a planet you control. Gaining control of a planet earns victory points, and the game ends once a player has reached 21 VPs. Sounds simple enough, right? But here’s a twist – when you activate a die on your turn, any other player can spend a resource to follow your action and perform the same action you just did. Make sure you keep an eye on your opponents’ ships and resources – a beneficial action for you could also earn your opponents a planet!

My absolute favorite part of all the Tiny Epic games is that they have so much more to offer than meets the eye, and Tiny Epic Galaxies is no exception. The premise of the game is simple and easy to learn, yet mastering the strategy is what keeps me coming back for more. There is no single strategy for guaranteed success, and the necessity to adapt strategy based upon your dice rolls keeps the game engaging and exciting. You may have a plan in mind, but unless the dice cooperate, you’ll have to adjust that plan on the fly. And you’ve also got to pay attention to your resources and your opponents’ turns, because you might be able to capitalize on their dice if you can afford the cost. It could potentially always be your turn, even if it’s not your official turn, since you have the ability to follow an opponent’s action. You’re coming up with your own strategy, while also trying to decipher your opponents’ strategies so you can outwit them and earn the most VPs the fastest.

Another great part of this game is that there is a good amount of player interaction, but not in a way that feels confrontational. In some situations it may feel like a bit of ‘take that,’ but remember – you’re the one who gave them the opportunity to take that action! Without you taking the action in the first place, your opponent would not have had the chance to follow you! Your strategy must transcend your individual galaxy and also take into account every other galaxy in play. In Tiny Epic Galaxies, you’re constantly interacting – some interactions are just more subtle than others.

Tiny Epic Galaxies is perhaps my favorite Tiny Epic game to date. It’s quick, simple, and yet deceptively strategic. Plus the little spaceships are so cute! If I had to pick one Tiny Epic game to use to introduce someone to the series, I would pick this one. Purple Phoenix Games gives Tiny Epic Galaxies an out-of-this-world 17 / 18.
  
40x40

Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
  
The Artemis Project
The Artemis Project
2019 | Dice Game, Science Fiction, Space
I don’t know about you, but I spend more time than I should probably admit perusing Kickstarter and checking out new projects. Although, that is how I came across The Artemis Project. A game about exploration and colonization of one of Jupiter’s moons? Yes please! The campaign looked promising, the gameplay looked engaging, and the hype was real. Once I finally got the game, did it live up to my expectations? Keep reading to find out!

The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L

To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.

Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.

The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).

Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.

The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!


Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.


I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
  
Mario Party 2
Mario Party 2
Music & Party
Let The Party Continue
Mario 2- is the sequel to Mario Party in the Mario Party franchise. That came out a year later on the N64. New boards, new minigames, same charcters, just with the number 2 on it.

In the game's storyline, Mario and his friends create a world built from their dreams and get into a debate over who the new world would be named after. When Bowser arrives and invades the land, the group takes Toad's suggestion to name it after the "Super Star" who defeats Bowser.

Mario Party 2 includes multiplayer compatibility; each game on a board map consists of four players, including at least one human player and up to four. Any character who is not controlled by a human will instead be controlled by the game as a computer-controlled character.

The goal of Mario Party 2 is to collect the most Stars within the allotted amount of turns. Stars must be purchased from Toad with coins, which can be earned through a selection from one of 64 mini-games that is played once at the end of each turn.

The players can obtain items for use on the board, and can each carry one at a time. If a player is carrying an item, they can use it before rolling the dice block. Items can aid the player in such ways as providing additional dice blocks or stealing another player's item. One item, the Skeleton Key, allows the player to use shortcuts located on each board map.

During the final five turns of a game, a one-on-one Duel mini-game is initiated when a player lands on the same space as another.

Its Mario Party but better. Why did nintendo not bring back the costumes. Only in this one, you see Mario dress up as a pirate. Come on Nintendo, Mario Party uhhh i lost count, better have it.

I like this one better than One. One is still good, but i fell this one is better.