Mythic Battles: Ragnarök
Tabletop Game
In Mythic Battles: Ragnarök, take control of Norse divinities and command their forces in the...
Gnomes & Wizards
Tabletop Game
Gnomes and Wizards is a fantasy-themed skirmish game where players assume the role of a unique tribe...
Purple Phoenix Games (2266 KP) rated Hunting Sasquatch in Tabletop Games
Jan 30, 2021
Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.
The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.
Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).
If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).
The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.
The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.
I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.
I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
The Marinated Meeple (1848 KP) rated Jamaica in Tabletop Games
May 7, 2018
For heavier gamers who like complexity, this is way too light. But the art is gorgeous and fun.
Forgotten Waters
Tabletop Game
Forgotten Waters is a Crossroads Game set in a world of fantastical pirate adventure. In it, players...
Shadows of Kilforth: A Fantasy Quest Game
Tabletop Game
Shadows of Kilforth is the sequel and stand-alone expansion to Gloom of Kilforth: A Fantasy Quest...
Warhammer Quest: Blackstone Fortress
Tabletop Game
As vast and dark as a sunless void, the Blackstone Fortress is a creation far beyond the ken of any...
Purple Phoenix Games (2266 KP) rated Corsairs of Valeria in Tabletop Games
Apr 2, 2021
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
Alien Frontiers
Tabletop Game
Do you have what it takes to be a deep space colonist? An alien frontier awaits the brave and...