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Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
  
Tiny Epic Tactics
Tiny Epic Tactics
2019 | Fantasy, Fighting, Medieval
One of the neatest things about the Tiny Epic game series is how they manage to fit so much game into such a small box. But alas, boxes are not always just mere storage devices – in Tiny Epic Tactics, they are components of the game! These nesting boxes will create a 3D terrain on which players will be moving across, over, and through on their way to victory! But how does this game fit into the Tiny Epic series overall? Keep reading to find out!

Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L

Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!

Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.


The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.

Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!

Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?


Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.
  
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Kirk Bage (1775 KP) rated The Umbrella Academy in TV

Sep 19, 2020 (Updated Jan 22, 2021)  
The Umbrella Academy
The Umbrella Academy
2018 | Action, Fantasy
I came to this gloriously colourful, energetic and super smart comic book adaptation in August (when Netflix advertised season 2), at a time of lockdown where I really needed something cheerful and fun to keep me going. It worked so well I watched both full seasons twice over, back to back, and key episodes 3 times! A rare thing indeed for me and a TV show.

Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.

The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.

For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.

The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.

As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.

I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.

I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.

I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.

There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.

It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.

At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.

If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
  
Marvel United
Marvel United
2020 | Card Game, Comic Book / Strip, Fighting
This has probably been mentioned before, but I love Marvel superheroes. My favorite has got to be Spider-Man, hands down. Feel free to send me an email if you’d like to hear my thoughts on who is the best Spider-Man – Tobey Maguire, Andrew Garfield, or Tom Holland. I’m getting off topic here… Anyway – when I saw the massive Kickstarter campaign for Marvel United, I knew it was going to be big. Admittedly, I didn’t join in on the campaign (teacher salaries, amiright?), but I did snag a copy of the base game post-campaign. Does the game live up to my expectations? Or does it fall flat, like a DC movie? (OOOOOOH BURN)

Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L

Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!

Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.

Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.


In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.

Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.


As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
  
ROVE
ROVE
2021 | Card Game, Print & Play
A few months back, I had the opportunity to sit down with Jason Tagmire (founder of ButtonShy Games) and talk about the company and the gaming industry. In that interview, Jason had hinted at a cute little solo game that was in the works. And guess what… IT’S HERE! Read on to find out more about ROVE: Results-Oriented Versatile Explorer, hitting the ButtonShy webstore on November 26, 2021!

Disclaimer: We were provided with a copy of this game for the purposes of this preview. This is a final production copy, so what you see pictured is what you would receive in a retail copy. -L


ROVE: Results-Oriented Versatile Explorer (referred to as just ROVE from hereon out) is a solo spatial puzzle game. In the game, you are a ROVE who has crash-landed on a foreign planet. You need to get all your Modules in order to accomplish various Missions, thus performing your programmed duties, before you run out of power! To setup for a game, shuffle the 6 Module cards and place them randomly in a 2×3 grid, ability-side up. Shuffle the remaining double-sided cards Mission-side up to form the Mission deck. Take the top card of the Mission deck and place it to the side to serve as the first Mission of the game. Draw a hand of 5 cards (Movement-side facing you), and the game is ready to begin! Pictured below is the setup for a normal game.
Since this is a solo game, there aren’t really ‘turns,’ but rather you are playing cards, moving Modules, matching patterns, and attempting to complete 7 Missions. At the beginning of the game, the 6 different Modules are setup in a 2×3 grid. Each Mission card has a pattern listed on the right-hand side: with one specific Module highlighted, and remaining locations where any other Modules may be placed. To complete a Mission, you are going to attempt to arrange the Modules in the specified pattern on the current Mission card. Easy, right? Well, yes. Except moving a Module costs Movement Points (MP), and the different Modules have restrictions/rules as to how they can move. For example, the Brain Module can only move orthogonally, while the Laser Module can move in any direction, orthogonally or diagonally. Pictured below are some of the game components for clarity of understanding.

After taking a look at the current Mission, you will begin this spatial puzzle. The cards in your hand will provide a number of MP. Each card offers 2 different amount of MP. The number on the upper half is the base MP for the card, the middle of the card shows an arrangement of Modules, and the lower half of the card also shows a number of MP. If your Modules match the pattern on the card when you play it, you gain the lower number of MP, which is usually substantially larger than the upper number. Select a card from your hand to play, and then move the Modules using the provided MP following their movement restrictions. When you have used all the MP of a card, check to see if the Mission has been completed. If it has been, then great! You now take the top card of the Mission deck and add it to the current Mission card, covering the completed pattern. The new card shows a pattern that is your new Mission goal. Draw a card from the deck to add to your hand, and start working towards the new pattern. If you did not yet complete the Mission, play another card from your hand for MP and continue attempting to complete the Mission pattern.


One unique twist to this game is that, along with specific movement restrictions, each Module provides a powerful one-time ability to be used in the game. These abilities vary from allowing you to draw cards, to even swapping two different Modules. Time their use wisely, because once it’s been used, it’s gone for the rest of the game. The game continues in this fashion, of playing cards, moving Modules, and arranging them in specific patterns, until you have successfully completed 7 Missions. When you do so, you win the game! If, however, you run out of MP, cards in hand, or Module abilities before completing your 7th Mission, the game is lost and your ROVE is stuck on this lost planet FOREVER.
If you’ve ready any of my (p)reviews of ButtonShy Games before, you will know that I’m a big fan. Not all of them are complete winners in my eyes, but ROVE is one that exceeded my expectations. When Jason teased this little solo game, I was intrigued. I was expecting just a light little filler-type game with cute artwork. After having played it now, I can assure you that it is so much more. First, let’s talk gameplay. Yes, it’s a solo game, but it is quite challenging for consisting of only 18 cards. This game is a spatial puzzle, and that is the perfect way to describe it. You are trying to visualize your movements, seeing how you can best use your MP to complete the Mission, while not making unnecessary moves. Each Module moves in specific ways, and although a move may seem like the right choice at first, it might not pay off in the long run. You’ve got to be able to think ‘turns’ in advance with placements, and decide which Module to move when and where.

Along with the strategy for completing Missions, your cards in hand can provide bonus MP if your Modules match the printed pattern. So not only are you wanting to match the Mission cards with your Module placements, but you want to also maximize your number of MP by matching Modules to your cards. And let’s touch on the variability of gameplay. With the Modules randomly setup every game, and the deck of Mission cards shuffled, you’re sure to get a different game with every play. You are working towards the active Mission, but you can also see what Mission comes next. Can you complete one while also setting up some placements for the next? Maybe the luck of the shuffle is against you, putting 2 completely opposite Missions back-to-back. Or maybe the cosmos are with you, allowing you to chain together several Missions in a row with minimal movement. There is not a second that you will be disengaged in this game, and it truly is a testament to its design. Along with my copy, I also received a copy of the Fascinating Flora expansion – which adds new Missions and card abilities to the gameplay. No spoilers on that here, but just trust me that the strategic elements are elevated even more.


Components. Obviously, this is a game of 18 cards in one of the famous ButtonShy wallets. Quality of production is excellent, as to be expected from ButtonShy. The layout of the cards is pretty interesting and thematic. When you complete a Mission, the completed pattern is covered by the next Mission card. As the game progresses, this creates a cute little scene of your ROVE traversing the planet while completing its tasks. And on the movement cards themselves, the layout is logical and clear. The artwork is adorable, and I honestly just like looking at the scenes themselves sometimes. All in all, excellent components.
ROVE is quickly climbing the ranks towards being my favorite ButtonShy game. The gameplay is so seemingly simple, yet extremely strategic. That being said, the game plays in about 15 minutes, so it’s not going to take up your night of solo gaming. I guess I would consider this a filler-type game, but don’t let that categorization fool you. There is way more to this game than meets the eye. Also, the theming and artwork are unique and cute – think Wall-E as a solo card game! One of the best parts of this game? It’s coming straight to retail – no waiting for a Kickstarter! Check out the ButtonShy store to grab a copy for yourself. Are you up to the puzzle-y challenge that is ROVE? Try it to find out. I cannot rave about this game enough. (See what I did there?)
  
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Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games

Jul 6, 2019 (Updated Nov 4, 2021)  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!

Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!


To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.

Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.

Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.


Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!

Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.

Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!
  
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.
  
The Godfather (1972)
The Godfather (1972)
1972 | Crime, Drama
10/10
Contains spoilers, click to show
"I believe in America…."

        What is it about someone you care about that sets them apart? Are they family, a friend, or someone you feel just needs help? What causes you to go the extra mile to put someone else ahead of yourself? You may find the answers in your religion, your upbringing, or in movies. For example, say your daughter goes out on a date with a guy and she is violently beaten by him and one of his friends. You go see her in the hospital and she cannot even weep because of the pain. So trying to keep your cool you press charges and try by the legal means to bring the young men to justice. It doesn't happen, their sentences are suspended. That may make you lose faith in the system that is supposed to protect you. So now you go to someone else who could help. This person is a bigshot, a pezzonovante in his own way but outside the system. You explain what happened and what you did, and all he says is 'why didn't you come to me first?' How many times in your life have some of us gone to others that don't care and asked for help instead of going to the ones that actually care. And the problem is solved. Imagine for another example that your father is in the hospital and men are coming to kill him. And you are the only one there that can help him. Imagine that you had your own dreams and your own goals that were different to what your father wanted. But in this moment you put all that aside to help your father survive. You assure him that everything will be ok and you are with him now. You bluff out the men trying to kill him and your father is saved. Most of us may never have to defend our dads from someone trying to kill him. But seeing someone laying helpless in a hospital bed in need of help we can all relate to. Every son, every daughter, every parent, every sibling, every friend. You see everybody wants to talk about the gangster mafia element of The Godfather, and say that is what it is all about. But family plays an even bigger role in the story by being the driving force behind the main characters. Family, love, loyalty, sacrifice all these elements are used in the movie to bring a standard boring mafia shootout movie to the level of greatest movie of all time. Francis Ford Coppola used as much he could to bring this point home. The wedding scene was not made up by any means but instead taken from other weddings witnessed by every Italian who has ever been to a wedding. Bringing envelopes filled with money to the bride, nieces dancing on the feet of uncle's, people waiting in line to see the father of the bride, sandwiches in white paper being tossed around. 'two gabagool, one proshootoh!' Then go to the kitchen to make spaghetti. Need a recipe? Try 'a little of oil then fry some garlic, throw in some tomatoes and tomato paste, fry it, make sure it does not stick, get it to boil, put in all your sausage and meatballs, add some wine and a little bit of sugar and that's the trick.' That recipe has been in Italian kitchens long before the cameras rolled. Need an idea for some quality time with the kids, well go to work do what you have to do and pick up some cannolis before you get home. Just remember to leave the gun and take the cannolis. Coppola always said he had to be good or no cannolis when his dad got home to share with the family. Coppola also put in his own family to work, his dad scored the movie, his sister Talia was Connie, and his daughter played the baby in the baptism scene. The family was on both sides of the family. But for me the movie revolves around Don Vito Corleone and Marlon Brando. Mario Puzo based the character of Don Corleone on his mother, everytime the Don opened his mouth all that came out was the passion of his mother, her wisdom, her ruthlessness, and her unconquerable love for her family and for life itself. Therefore only the greatest actor of the day will do to play the part. Coppola agreed and suggested either Brando or Laurence Olivier. Olivier was considered and it would have been interesting but he eventually passed on the role. Only two men wanted Brando, Coppola and Puzo. Brando had a history of being difficult and the studio executives nearly vetoed his casting. Coppola was able to make a deal with in order to cast Brando. Brando had to agree to do the movie for nothing, he had to put up a bond in order to cover cost overruns, and he had to do a screen test. They only got to the screen test because Brando transformed himself from a forty year old man into a sixty year old mafia don before their eyes in a matter of minutes. When the executives saw the footage they said ‘no no no, WOW THAT'S INCREDIBLE!’ Brando would be The Godfather. But Brando still needed a little extra help. If you watch the movie, everytime Don Corleone is speaking and stops and looks off in the distance he is reading from a card with his lines on it. He still won an oscar though. Two scenes are my favorite in the movie. One is the scene in the restaurant, I feel like I don’t need to explain it, because it is the most famous scene. Just know that without that scene the movie would not have existed. When you shoot a movie, the scenes are viewed day by day by the studio decision makers. They were hating what they were seeing, everything shot before the restaurant scene was met with cruel criticism by everyone on the outside not working on the movie. All Coppola could do was show them this scene and the movie was not only saved but validated. There are moments in the movie that other scenes build to, the restaurant was one of those scenes. You know of it’s importance because of everything that preceded it. The other scene is the meeting. Don Corleone stands before the other mafia dons and surrenders to them and their wishes. He reasons with them in order to come to a peaceful solution. But there is a catch: if you mess with my other son or if ‘he’s struck by a bolt of lightning. Then I’m going to blame some of the people in this room and that I do not forgive. So with that aside let me say that I swear, on the souls of my grandchildren, that I will not be the one that breaks the peace that we’ve made here today.’ There is a time for peace and a time for reckoning. This scene is my favorite because you believe him, you go along with his plea for peace. But the other dons do not realize it is not a surrender but a tactical retreat.
So the movie went on to make a lot of money, win a bunch of awards, and won it’s way on a bunch of lists that say it’s great. I was lucky enough to not know that when I first saw the movie. I saw it for what it was: a father and three sons. One son was intense and savage, another was sweet and innocent, another was conviving and calculating, the father was all those combined. But the father was the steadying force in all their lives. That is why when they all find out he was shot they react in ways we all would react. When you see the father lying in the street his second son is there to help but can’t, all he can do is cry and yell ‘papa.’ The first son nearly strong arms one of his father’s closest associates because he wants someone to beat up. The third son panics and tries to do whatever he can to help. That is for the audience, and that that’s how everyone relates. Finally, I’ll quote Martin Sheen: ‘The Godfather is the best filmmaking ever in the history of American cinema. There is nothing that speaks more to who we are, where we came from, what we stand for, and where we’re gonna go. That’s the work of a true genius.’ I agree. It is my favorite, of what I’ve seen of course.
        
".... Don Corleone."
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!