Purple Phoenix Games (2266 KP) rated Abyss in Tabletop Games
Aug 5, 2021
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Whatchareadin (174 KP) rated Go Set A Watchman in Books
May 10, 2018
Jean Louise Finch is 26 and currently living in New York City. She returns home to Maycomb Alabama to visit her beau, Henry Clinton, and her father Atticus Finch. In this visit Jean Louise "Scout" learns more about her family and the town she grew up in and especially about herself. Scout still has her same tomboy mannerisms we all love, doing whatever she wants to do and not caring what others think.
Jean Louise is one who just sees people and not so much color. Living in the South during this time, it's hard to make that distinction. She thought her father was the same. I see him as a man who vows to always do the right things no matter who the person. Atticus and Scout get the opportunity to get to know each other as adults with their own opinions and ideas, they discover they are alike in many way and in way very different.
It's interesting to see the dynamic between a parent and a child after they are both adults. And the child is able to think on their own and not they way their parents choose for them. My only problem with finishing this book, is now, I want to know more. Will Jean Louise marry Henry Clinton? I would like to know what kind of impact she is going to have on Maycomb, AL. And will she end up moving back there?
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Purple Phoenix Games (2266 KP) rated Tides of Time in Tabletop Games
Oct 17, 2019
Tides of Time is a card drafting and set collection mini civilization building game that spans three ages (rounds). The player with the most amount of VPs at the end of the game is the winner. The VPs are scored at the end of each round and then added to arrive at the final score. You earn VPs throughout the game by having cards in your civ that feed off each other in amazing combo play.
To setup, shuffle the big civ element cards and deal each player a hand of five. Place the others nearby to draw from during the subsequent rounds. Place the “Relic of the Past” tokens nearby as well. You are ready to play.
On your turn you will draft one card from your hand, then pass to your opponent. When you select a card, play it to your tableau in front of you. Continue this simple draft until you have your Round 1 civilization cards ready to score. Each card will belong to one of five suits, with three card being unsuited, and each card having some sort of scoring ability or special ability to affect the cards in play. Example: having a majority in crown suit cards will score you 7 VP (the top leftmost card in the play pic below). Obviously if you have played this card early in the round you want to try to amass the majority of crowns for those yummy 7 VPs. This is how the card combos will generally work, with many other rules and scoring abilities to discover on your own.
At the end of Round 1 and 2 you will select one of your cards you played this round and place the “Relic of the Past” token on it. This freezes the card to your tableau to be used again in future rounds. So taking our example from before, if you chose the 7 VPs from crown majority card in Round 1, you can use it in Rounds 2 and 3 to score again should you satisfy the scoring ability. 21 VPs from one card is pretty great.
Components. This is a bunch of cards, two cardboard tokens, a score pad, and a golf pencil. The cards are great quality, and a satisfyingly large size. The tokens are good as well, and the writing supplies are good too. The artwork throughout is very very good and I enjoy studying the paintings, though they have nothing to do with game play. No complaints here at all.
I am a sucker for drafting games where you pass your hand to gain other card. Games like 7 Wonders, Among the Stars, and even Sushi Go! are really good times. When I play Tides of Time it gives me that same feeling of trying to guess your opponent’s strategy as well as fulfill your best tactics to score massive points. It is quick and light and a really great filler. There is enough variability in this one to keep me coming back for more and I definitely enjoy pulling it out giving it a run.
My only concern is that I don’t pull it off the shelf enough. It is in a weird slot of 2-player filler. When I feel like playing a great 2-player game, I will typically pull out Patchwork, 7 Wonders: Duel, or Jaipur. This really is a great game, and if you are a fan of drafting games that have you exchanging hands (as opposed to simply drafting from a face-up row or grid) then you should give this one a try. I do enjoy other games a bit more, but I am glad we have this available to us. We at Purple Phoenix Games give this one a pasted-on 8 / 12.



