Search

Search only in certain items:

Zombie Dice
Zombie Dice
2010 | Dice Game, Horror, Humor, Party Game, Zombie / Survivalist
Quick to Play (2 more)
Easy instructions to learn
Expansions available
Based on luck (on which i have none when it comes to dice) (0 more)
Quick, Easy and Fun!
Zombie Dice! A quick game so heres a quick review!

Easy to play with simple rules and always a party favourite from my experience. The rules are as follow (base game only):

- shake up the cup of dice and blindly pick three dice
- roll the three dice chosen and try to collect brains
- If your not feeling lucky, bank any brains you have and end your go
- 3 shots and your go is over, losing any brains you havent banked
- Any runners must be used for the next roll if you decide not to end your go, so if you have one runner, you use that one runner and blindly pick two more dice from the bucket to roll your next go.
- the first to 13 brains collected wins the game (or round if you play it multiple times in a row)

Its so simple to learn, so much fun to play and can easily be adapted into a drinking game (just saying). I highly recommend Zombie Dice for a quick and easy game and a cheaper option compared big board games that take hours to play.
  
Baseball Highlights: 2045
Baseball Highlights: 2045
2015 | Card Game, Science Fiction, Sports
It’s 2045. Baseball has bored everyone to death (NOT my opinion – GO CUBS GO!). So Big Baseball has turned to employing robots and players have begun to improve their game by adding cybernetic body parts to themselves. This is the future in which I want to live. Editorializing aside, only the best and most exciting players can make in the new bigs. Will your team of Naturals, Cyborgs, and Robots claim victory, or will your players be bound for the minors – or worse, the scrap heap?

Baseball Highlights: 2045 is a dueling card game with an interesting twist. It uses elements of card drafting, hand management, take that, and deck building to weave a satisfying experience that can be enjoyed by baseball fans and non-fans. I will not go into explaining the entire rulebook here, but I do want to touch on some items that turn this into something more than your run-of-the-mill deck builder.

DISCLAIMER: This game has quite a few mini expansions. While we do have all the expansions in our collection, we will only be reviewing the base game (though I am sure there are some promo cards in my “base game”). Should we decide to review the expansions in the future, we will add it here or link to the full review. -T

Each player begins the game with a deck of starter players belonging to a generic team (Chicago, Detroit, San Francisco, etc). Each card has a combination of immediate actions, threatened base hits, pawn movement speed, and costs printed on them. By playing a card from your hand on your turn you will threaten a hit, cancel your opponent’s hit(s), and/or attempt to score your runners home. Here’s the twist. The Visitor player will play the first card and potentially threaten a hit. Play then stops and it is the Home player’s turn to try to affect the threatened hit(s) using a card from their hand. If they can cancel the hit, then the Visitor player’s plans are dashed and play returns to them to try to cancel the Home player’s now-threatened hits. This back and forth using different portions of each card is a little awkward to get used to, but after you get the hang of it, becomes a very cool little variation on the simplistic card value comparisons found in WAR.

After you play through your hand of cards and determine the mini-game winner, a phase of the game to draft “free agents” allows players to use icons on the cards to purchase stronger cards from the offer row. If the alternating play of the main game had your head spinning then deciding which of your teammates to replace with free agents will definitely cause some anxiety. But this is how your team improves. Do you get rid of the player that threatens Home Runs but provides you with zero purchasing power or do you oust him to the minors to call up Kris Correa? These are important decisions, coach!

Components. This game is basically a card duel game with player mats and tracking tokens that are completely unnecessary (but very nice). The cards are great quality! The individual player mats are a great place to organize your game cards and components. The pawns are just red, white, and blue wooden pawns. Nothing special there, but the colors are important and symbolize how fast the baserunners are. The components are great, and the insert is functional, so that’s a huge bonus for me.

Is the game good? Quite. I love the back and forth. I LOVE the baseball theme. I love the deck building aspect. I love being able to use this game as a tournament game, though I haven’t yet played it that way. Maybe soon! In any case, this is an excellent game and definitely worth taking a look at and trying for yourself. We at Purple Phoenix Games give this one an over the fence bomb of 9 / 12 (with special guest scorer Tony – I think Josh will like it, but I’m unsure if Bryan will).
  
Chronicles of Crime
Chronicles of Crime
2018 | Deduction, Entertainment, Murder & Mystery
Great use of QR codes (3 more)
Perfect integration of old and new - VR technology with a board game
Co-operative deductive game
Engaging stories!
Concerted effort required to make sure everyone takes a role, as too easy for players to just listen to one player narrating and leading the game. (0 more)
Chronicles of Crime by Lucky Duck Games is an amazing co-operative game that incorporates QR codes, to be scanned by a mobile phone, VR technology to see crime scenes in 3D, and a board with locations. Therefore this game not only marries technology with traditional gaming, but does this without being tacky or a gimmick! Originally this game was launched via Kickstarter, but I believe this will have hit general release with a few expansions already. The stories are engaging and the game very enjoyable. I must say, the crime scenes are quite sobering and grim, therefore not for children but an amazing experience for adults. The way the game is structured, Lucky Duck can continue to publish new cases, using the characters and locations on the boards you already have, resulting in a potential for continued play beyond the stories contained in the box. I thoroughly recommend this game at a player count of 2-3...more than this, I think it may become a little boring for additional players.
  
Wingspan
Wingspan
2019 | Card Game
Gameplay (4 more)
Replayability
Expansions
Variety of Birds
Quality
Plastic Containers (1 more)
Cost
Superb!
My mum bought me this for Christmas, I'd put off buying it for so long because of the price, but new board games do seem to be very expensive these days.

The game is beautiful, it's fun to play, the artwork is stunning, and all the pieces are of an excellent quality.

The game itself it won by scoring points by doing certain tasks, including collecting different species of birds, laying eggs, collecting food, and several other ways. The game is made up of 5 rounds I believe, and each round you use your tokens to complete actions. It's a very simple game, and great for the whole family!

If you're in Europe, I strongly suggest purchasing the European expansion, as in the base game quite a few of the birds are only found in North America, so the expansion brings it a bit closer to home :)

As I mentioned, the cost (approximately £45 for the base game, around £25 for the expansion), does let it down slightly, but it certainly feels worth every penny! The only thing that really disappoints me is the plastic containers included for storing different tokens and eggs. They aren't really necessary, and are bulkier than they need to be.
  
7 Wonders
7 Wonders
2010 | Ancient, Card Game, City Building, Civilization
So rarely does a game present itself that is both very difficult for highly educated people to learn the first play through, and is simultaneously easy enough to play in under 15 minutes whilst carrying on a conversation about something entirely different. Such is my love. Such is 7 Wonders.

The time has come for you to build your perfect civilization! You have plans for a glorious Wonder laid in front of you to truly emphasize your majesty. Will you be able to use your resources (and your neighbors’) wisely to construct your Wonder? Will you be able to build enough production facilities, guilds, trading facilities, temples, science, and military might to best your opponents? These are your goals as you play through 7 Wonders using a beautiful combination of card drafting, hand management, civilization building, and set collection mechanics.

DISCLAIMER: We are discussing 7 Wonders using the vanilla base game without any expansions. We have access to all expansions except the new Armada, and we will be reviewing those as well in the future, so stay tuned. -T

Okay, so like I mentioned in the intro: this game can be a bit of a bear to teach, especially if you use it as a gateway game to card drafting to newer gamers. The card drafting itself is not difficult – choose a card from the cards in your hand and then pass the rest to your neighbor. Grab the cards you received from your other neighbor and repeat the process. Drafting is easy. The hard part is deciding which of your cards will benefit you the most, and paying for the cost to build said card. I find that most players grasp the evaluating benefits and drafting, but then forget that they have to pay for the cards in order to place them on their civ. Once the payment is understood, and the combos of cards that fuel and pay for future cards, the game becomes a wonderful (eh? eh??) game of figuring out the best puzzle pieces to place in front of you.

I don’t want to explain the entire game here, so I will just tell you that 7 Wonders has been an evergreen game for me. I love it every single time it comes out, even if others in my group are less affectionate. When playing with players who get it and love it, the game can be an easy 13-15 minute exercise in VP optimization. When playing with newbies, though, there are lots of concepts to internalize and remember, and lots of nuances that may be missed when trying to remember aforementioned concepts. So, my recommendation is this: if you do not already own this game, buy it now. I feel it is a must to have in any collection, and it is a great starting point to other games.

Purple Phoenix Games gives this one a 21 / 24 because Bryan hates it.

https://purplephoenixgames.wordpress.com/2019/01/07/7-wonders-review/
  
Merchants Cove
Merchants Cove
2021 | Economic, Fantasy, Nautical
Great range of character options (4 more)
Single player option
Great looking board and pieces
Expansions are great
Every character is like playing a different subgame
A couple of the pieces are a little fiddly to put together (0 more)
Great and Varied game
I backed this on Kickstarter, with the Oracle, Dragon Rancher and Inn Keeper expansions. Over the course of our first evening playing, my wife and I had 1 game of learning the rules, then another three games fairly quickly.

The pieces (ships, meeples, and individual gaming boards) are fantastic (although a couple are a little fiddly/weak) and every single character has their own flavour and type of sub-game;

The Alchemist makes potions by drawing marbles, firstly from a bag, then from a "decanter" (echoes of Quacks of Quiddlingberg)
The Blacksmith makes weapons and armour from dice rolls and combos in furnaces (not quite Yahtzee)
The Captain sails her fleet of ships to go fishing and treasure hunting using a spinning compass mechanism (can't put my finger what this reminds me of)
The Chronomancer (a great Back to the Future nod) travels through time portals to get pieces of technology, using a slide-and-shift board (like a mini Labrynth)
The Dragon rancher (believe it or not) hatches, raises and sells dragons; a couple of mechanics which work well together (even if one is shovelling poop) but not really like a game I've played
The Innkeeper is a great sub-sub-game; he can only sell drinks at one point, but he can put people up in his Inn which gives a bonus. A little bit of prediction work, but not like a other game I can think of.
The Oracle uses a scatter/dish for her fetishes and dice, and this limits what she can do - but I'd say she has the most varied scope of games (dots, predictions, and a few others)

The aim of the game is to be the Merchant who makes the most money, without attracting too much Corruption. Each game is played over three days, and each day has a limited amount of time. Each task the characters do has a different amount of time-cost - it might take 1h to brew potions, but it takes 2h to get ingredients from the decanter and prepare the potions. At several points each day, random Adventurers are drawn from the bag, and put into the travelling ships, as chosen by the drawer. However, there are also rogues who take up space and don't buy anything!

My only real complaint with the game is the comparatively long set up (5-10 minutes seems to be our average) for a 30-45m play time for 2 players - but it is really worth it. If/when this goes to retail, I'd say every gaming group who enjoys a combination of resource management, meeple and worker placement, and beautiful set-piece games, should give this a try.
  
Judge Dredd
Judge Dredd
1982 | Comic Book / Strip, Fighting, Science Fiction
Easy to Pickup (0 more)
Judge Judge Dredd? Sure, I'll do that.
Unfortunately I've only played this game for about an hour, and yet it's something I intend on spending a lot more time on in the near future.

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

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

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

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

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

TL;DR
-Expansive book and screen
-Fun to Play
-Cool Mechanics
-Maybe wait until it's on sale.
  
Final Fantasy XIV Online: A Realm Reborn
Final Fantasy XIV Online: A Realm Reborn
Massively Multiplayer, Role-Playing
A good introduction to the game (2 more)
Great and friendly community that is overall very helpful to new players (sprouts)
Received a patch removing a lot of unnecessary quests
It takes a while for the story to pick up (0 more)
A neccesary evil
A Realm Reborn (ARR) is undoubtably the weakest section of the game. It feels slow, with very little really happening for quite a while...

However, this base expansion(?) lays the foundation so that the later expansions can thrive.

Think of ARR as season one. This 'season' is an introduction to the world, the characters, the game mechanics... all that jazz. It's doing all the important boring things now so that all the cool fun things that it does later on are less confusing.

Personally, I actually enjoyed playing ARR - and that was before the recent (kind of?) patch wiped a bunch of quests to make it a better experience.

There's no need to rush through this story! Take your time and enjoy it, that's what I did!

I only started to get fed up with ARR when I had to do the 100 quest-line arc pre-Heavensward (HW). Good luck with that by the way! Heavensward is great, so push through because it is totally worth it!

Hopefully this was helpful or at the very least entertaining!

If you are thinking about joining the wonderful community of ffxiv, then consider playing the free trial! It doesn't have a time limit and let's you play all through ARR and HW without having to worry about paying for the sub.
  
Disney Villainous
Disney Villainous
2018 | Entertainment
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.

Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.

DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.

Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.

Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.

Play continues in this manner until one player has achieved their victory condition.

Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…

So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
  
13 Monsters Armed to the Teeth
13 Monsters Armed to the Teeth
2020 | Bluff, Dice Game, Fighting, Game Expansion, Memory
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!

13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?

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


Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.

The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.

Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.


The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!

So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.

That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.

On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.

So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.