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Survive: Escape from Atlantis!
Survive: Escape from Atlantis!
1982 | Adventure, Animals, Bluff, Nautical
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).

Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T


To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.

Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.


Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.

Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.

However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
  
Firefly Adventures: Brigands and Browncoats
Firefly Adventures: Brigands and Browncoats
2018 | Entertainment, Miniatures, Science Fiction
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?

Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.


To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!

This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.


When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…

In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.

Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
  
It's a Wonderful World
It's a Wonderful World
2019 | Card Game, Civilization, Economic, Science Fiction
When choosing board games to either play or purchase, how much importance should one put on box cover art? It is important to ME, but I lump that all in with the components and art/art style of the whole package. Why do I bring this up in the intro today? Well, I have to admit that I had really not had any interest in checking out It’s a Wonderful World until now because I judged the game by its cover, and the cover art told my brain that this would be some type of wargame. I am not entirely sure how I connected the two, but I did, and it turned me off right away. But! I was able to get this played at a local board game lounge, and boy was I wrong.

It’s a Wonderful World is a card drafting, economic, civilization building game with variable player powers (with a dash of campaign mode sprinkled on top). In it, players are attempting to build their civilization faster and better than their competitors. However, for this review, I will be playing the vanilla non-scenario solo mode.

DISCLAIMER: I was able to play this and several other games at The Table in Cookeville, TN. If you are ever in the neighborhood, check them out, and tell Nathaniel that I say hello.


To setup, put together the main board and place the round marker on Round 1. Lay out all the resources on their specific places upon the board and shuffle the deck of cards. Deal out eight stacks of five cards each and place them as mini-decks somewhere on the table. Choose a starting civilization (or just randomly choose one). The solo game is ready to play!
Typically, It’s a Wonderful World is a card drafting game, a la 7 Wonders, where players choose one card from the deck passed to them and pass it along to the next player until all cards have been drafted. In the solo mode, however, the player chooses one of the face-down mini-decks as their starting hand. Upon viewing the cards, the player may choose to place any or all of them in their Construction Area, or discard the cards for their Recycle Bonus (typically a type of resource), and/or discard two card from the mini-deck to draw five cards from the top of the main deck. From these drawn cards, the player may choose one to keep and discard all others. The kept card may be placed into the Construction Area or discarded for its Recycle Bonus resource.

Cards placed in the Construction Area require resources to be earned and placed on them in order to complete its build process. Each round the player will receive resources based on which cards have been built and placed above their starting civ card. Some cards, once completely built, will also offer more VP at game end, or supply a VP modifier.


After the first mini-deck has been played completely, the player will choose a second mini-deck and run through the same process. After this second mini-deck has been completed the round ends and play moves to the next round. Play continues in this fashion until all four rounds have been played (so all eight mini-decks). At game end the player counts up all their VP and compares it to the table in the rulebook to arrive at their final tier. My first game resulted in the rulebook calling me a Rooky. So be prepared to be humiliated by a rulebook.

Components. Aside from being bamboozled by the aggressive artwork on the cover, this is not a wargame. In fact, I very much like the artwork and the styling of this game. The cards are all laid out very well, and the iconography makes sense. The resource cubes are translucent colored (except the grayish white is opaque) and are fine quality. Overall the components are great and the art style has grown on me quite a bit.

I can see why so many people compare this to 7 Wonders. Essentially, the multiplayer game is quite similar. Card drafts (of 7 cards, no less) lead to needing resources in order to build, lead to being able to produce more resources to fuel other cards, and bonus points are awarded for having a nice card profile. Now, this being a solo review, I have to say that I much prefer It’s a Wonderful World to its forefather 7 Wonders because it comes packaged with a solo mode already in the box. This isn’t the only reason I prefer it, though. I find it easier to pick up and easier to teach to beginning gamers. Also, there is no card chaining, which seems to be a difficult concept for newer gamers to grasp initially. It’s a Wonderful World has nothing like this, and cards just work. 7 Wonders has been such a hit with my family, and I know they will greatly appreciate a more streamlined game experience with this one.

So here’s my recommendation with this one. If you are a fan of 7 Wonders but find it to be difficult to get others into it, check out It’s a Wonderful World. I feel that it is superior in many ways, and the solo mode is just icing. The solo mode gives me a great play experience, even though I typically am not a fan of games challenging you to beat your own high score. I will live with it here because the game is just so enjoyable. While 7 Wonders was my favorite game of all time for quite a while, it has since dropped out of my Top 10, and I think will be replaced entirely by It’s a Wonderful World. If your tastes are similar to mine, then do yourself a big favor and grab a copy of this one right away. It has several expansions out there, and I believe you will fall in love with drafting again. Now, where did I put my Wind Turbines…
  
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Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games

Jan 8, 2020 (Updated Jan 8, 2020)  
Jetpack Joyride
Jetpack Joyride
2019 | Puzzle, Racing, Real-time, Video Game Theme
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?

Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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

Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!

Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.

Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.

Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
  
Dirt Dog
Dirt Dog
2021 | Animals, Card Game
My family is a dog family. Growing up I was lucky to live with a Lhasa Apso named Sasha, and a Jack Russell Terrier named Casey. They were both great dogs to grow up with, and since being with my wife we have added a Yorkshire Terrier named Millie and a Powderpuff Chinese Crested named Mojo (who now lives with Laura). So when I saw a game named Dirt Dog that had cute art and was looking for previews, I knew I had to check it out. I mean, my dogs were ALWAYS dirty, so this should be a cinch, right?

Dirt Dogs is a two or four player game where each side will be building an obstacle course through which the other side will run down a quarry animal. The obstacle course is a series of cards with icons needed to satisfy in order to pass, and each dog runner will have stats that correspond to these challenges that can also be manipulated with additional card play.

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 different from these shown. You are invited to back the game through the Kickstarter campaign, or purchase through any retailers stocking it after fulfillment. -T


To setup, set aside the Entrance and Quarry cards from the large deck of brown-backed Burrow cards. Shuffle the Burrow cards to form a draw deck, and shuffle the gold-backed Obedience cards into their own pile. Each player (or team, but for this preview I will be reviewing from a two-player game perspective) will choose a dog breed card to use and place it in front of themselves. The icon on the bottom right hand side of the dog card signifies Moxie and an amount of Moxie tokens (bones) will be collected for use by the player. Reveal and place in an offer 12 Obedience cards to be drafted by the players. During the first round of play one player will be the builder and the other will be the first runner. Each player will draw five Burrow cards to begin and the game may now commence!
Dirt Dog will last three or more rounds (depending on what the players decide) and each round will have the roles of first builder and runner reversed. The builder will assemble an obstacle course of Burrow cards from their hand along with an Entrance to get in and a Quarry at the end. The cards are multipurpose in that the right side of the card lists obstacle tests the dogs will need to meet or surpass in order to clear it, and the left side includes icons that can be used by the runner player to assist their dog in a successful run. Similarly, Obedience cards may be played during the run to help overcome a particularly difficult obstacle, but then it will be unavailable for use to build the subsequent Burrow course.

Once a course has been decided and placed before the runner, they will analyze the tests on each card encountered and use their dog stats in addition to any cards they would like to play from hand. Should a runner successfully complete a course and capture the Quarry at the end they will collect the Quarry card and immediately add Dachshund tokens (weineeples?) to increase their stats per the card for the rest of the game.


Players then switch roles and whichever player ends the round with the most remaining Moxie will win the round and collect the Round Winner token (black animeeple because I can’t make out which breed it might be) notating such. The winner is the player who collected the most Round Winner tokens at the end of the three (or more) rounds!
Components. Again, this is a prototype copy of the game, and as such the components will not be exactly as shown in these photos. That said, for a prototype copy, the components are pretty decent! The cards are all nice, and the art on them is suuuuper cute. The layout of the cards is ok, and the iconography is easy to understand. The tokens and different -eeples are wonderful, though those may be different in the final version. It all depends on Kickstarter success though, folks, so you know the drill with backing games.

Dirt Dog reminds me of a couple games I have played, or at least certain mechanics. The building of the burrow runs reminds me of Boss Monster dungeon building as you are trying to foil the runner’s progress, but they can also use cards from hand to help overcome the obstacles. Also, many games now are including multi-use cards in the design, and I absolutely love it. Having to really determine the best use for a card – now during my run, or later to build a run for my opponent – is a wonderful layer that I enjoy. Of course building up a character’s stats is a mechanic I wish more games used. I mean, what’s the best part about playing RPGs? It’s level-up day!

This one is very cute to play and is quite light. I may have found a winning dog to use every time, but I will not spoil that for you. If it seems to become a problem in your plays, I suggest just removing that dog from those available to help overcome that. Remember – the winner of the round is the dog that ends the round with the most Moxie. That said, I still very much enjoy Dirt Dog. The art is great, features at least one of my previous breeds, and leaves itself open for expansions of new breeds and obstacles to be added later.

If you are looking for a cute dog-themed game with light rules and pretty good replayability, I suggest you check out Dirt Dog. It’s a fun and quick little card game that you can even play with AP-prone gamers as the choices are not necessarily do-or-die. Plus, enjoy the art along the way. It’s very nice. You are invited to back the game on Kickstarter that launches soon! Tell them Purple Phoenix Games sent you or I’ll sick a Jack Russell on your yard to dig dig dig until they wear themselves out. At least, that’s what MY JRT used to do…
  
Crazier Eights: Camelot
Crazier Eights: Camelot
2017 | Card Game, Fantasy
DISCLAIMER: We have previously reviewed Crazier Eights: Olympus and Crazier Eights: Pantheon, and this preview has much of the same verbiage as the family of games share most things. Near the end of the preview are my thoughts about the differences in Camelot vs Olympus and Pantheon.

War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Camelot.

You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Camelot (which I will from here call C8C) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8C strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.


Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Camelot! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Arthurian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.

This implementation is the third Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and recently also reviewed Pantheon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.

This Camelot set is slightly different than our previous experiences with both Olympus and Pantheon in a few ways. Firstly, it is more of a base game deck like Olympus instead of a standalone/expansion like Pantheon. Secondly, this set seems to use more cards that affect the assets of other players, specifically in destroying them. Additionally, I have noticed a few cards in the deck that specifically say if certain criteria are met one player automatically wins or loses the game. That’s it. Done-zo. Maybe I missed these cards in the other sets, but I do not remember them ever surfacing. Having each set focus on different aspects of the game and the manipulation of the rules ever so slightly to affect a player’s strategy from one set to the next is quite enchanting to me. Could you put all the sets together to make a massive meta-deck a la Munchkin with all the sets and expansions? Probably, but like Munchkin, I probably would rather keep them separate.

Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in Arthurian-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.

PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
Villages of Valeria
Villages of Valeria
2017 | Card Game, City Building, Fantasy
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?

In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?

DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T

VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.

VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!

When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.

Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.

Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!

Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.

So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!

https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
  
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blueirisfox (125 KP) rated the PC version of Final Fantasy XIV Online Complete Edition in Video Games

Feb 16, 2020 (Updated Feb 16, 2020)  
Final Fantasy XIV Online Complete Edition
Final Fantasy XIV Online Complete Edition
Massively Multiplayer
So many cool clothes!! (3 more)
Crafting and Gathering classes add so much to this game
For the most part, the community is so friendly and awesome (in 8 months I have only come across one toxic/mean player)
The world feels alive. The stories of npcs can be some of the highlights of gameplay.
Can be quite expensive to pay for online membership (3 more)
The pacing of A Realm Reborn (ARR) can feel really slow.
Buying the game can be really confusing, as you don't know what versions you should be buying.
Two of the playable races have restricted customisation.
This review is long... not all of it fit so the rest is in the comments
The way how I like to think of this game is like when I discovered anime. It felt like this whole new world that was hidden under a small rock that someone could easily walk past. Like one small step could have meant never finding it at all. (this was a couple of years before Attack on Titan exploded, by the way)

But still, against all odds, I found this amazing world and community and I am just so in love with it.

I've been playing this game since around June/July of 2019, and only actually bought the full version the following Christmas, so I still consider myself to be a newbie. I'll try my best to review the content that I've played, as well as the content I've seen others play.

Before I say anything else, I feel that I need to get this across. If you are completely new to this game, don't spend any money on it yet! There is a free trial that DOESN'T HAVE A TIME LIMIT and is FREE. If you actually buy the game, you will have to start paying for the online subscription after the first 30 days free are used up. You will be saving a lot of money by just playing up to the level cap of the free trial at your own pace. The level caps at 35, which sounds like it's not that high, but this applies to ALL CLASSES and not just one - so you can multiclass and level them all up to 35. Also, this will let you experience the game without much sacrifice and give you the opportunity to see if you actually like this game, or if it's not for you.

When you do come around to buying it, I would recommend getting the compete edition. It works out a lot cheaper since it comes with everything. So if you're not sure which one to get, then this is the best one. However, a cool thing about this game - and the greatest cause of confusion among new players - is that buying the newest expansion will also give you all the old ones too, BUT this will only be playable if you have the base game first. And it is for this reason that it ends up cheaper to get the complete edition, since the Shadowbringers expansion alone is about £40.

Now, onto the review...

I have heard this game be compared to World of Warcraft (WoW) many times before. I've never played WoW, but I'm sure that this gives a bit of a better idea of what kind of game this is.

There are different Data Centers and Servers you can play on, and simply hopping from one to another can give the game a completely different feel. When I started out on Omega, it felt like a quiet and cozy little community of players. I know now that this server is a roleplay (rp) oriented server, but I could have easily jumped onto a more player-vs-player (pvp) oriented one, or a busier and more hectic server. So I guess that it was pure luck that I picked a server that matched my slow and cosy play style. I'm pretty sure that there is a reddit post that explains what the different servers are like, although this is likely to change with time as certain servers grow.

Onto Character creation. Oh how I love my character creation. I am proud to say that I have spent many hours in this part of the game alone, which is the main reason why I have so many playable characters scattered on different servers. I do have some criticisms for this one, but by the same note I have a lot of love for it.

So first of all, there are a total of 8 playable races: The Hyur (humans), the Elezen (elves), the Lalafell (midgets), the Miqo'te (cat people that look like ichigo from Tokyo Mew Mew), Roegadyn (buff giants), Au Ra (part dragon? They have cool horns), Hrothgar (Actual cat people, like the guy from FFX), and finally Viera (the bunny girl).
Phew! Got all their names out. Now I can critique.

So first of all, I feel that I should mention that only the first five races are available in the free trial and base game. The other three races are unlocked through buying the expansions (Heavensward, Stormblood, and Shadowbringers) although I'm not entirely sure which ones specifically since I bought the complete edition.

My biggest beef with the races as of writing this review, is that Hrothgar and Viera are gender locked. Hrothgar's are locked to males, and the Viera are locked to females. These races are the newest to be added, so there is still a chance of introducing the other genders - which isn't as unlikely as you may think, since the FFXIV team listen to the community a lot, and fix/introduce many features wanted by the community.

Furthermore, these two races are a bit limited in their customisation. The Hrothgar have the problem of the hairstyles being locked to face types (which there are only 4 or 5 of), and unlike every other race, they have to buy a fantasia to make changes to the hairstyle. Fantasia are used to change your character's look, from race to gender, to smaller features like eye and skin colour - they are intended to change permanent features, which is why it's a bit unfair to Hrothgar players looking for a new look that could normally be achieved through the Aesthetician (stylist) - I'm pretty sure i spelled that wrong 😅

Then there is the Viera. Don't get me wrong, I love this race - I'm currently playing one myself. But I can't help but be sad over the lack of compatible hairstyles and head gear. I didn't mention this before, but you can aquire new hairstyles through certain areas of gameplay. When I was playing a Hyur (human), I could fully enjoy these hairstyles without a problem. But when I tried it on the Viera, it just didn't work at all. And if that wasn't bad enough, my character can't wear a lot of the hats in the game, which is just infuriating to me since I really love the glamour system and making cool looking characters.

Those were my biggest peeves with the game, and now they are out of the way.

I'll keep the rest brief, since this is quite a long review already.

The housing system looks really cool, with a lot of different housing items that can be used. I've seen some really epic houses so far. Housing and furnishings are really expensive, so this is more of a long term goal. Saying that, the cheaper alternative is apartments, although you lose out on a garden (unless you make an indoor one - and I'm not sure how functional it would be since I can't afford housing), as well as loosing basements I'd imagine.

The rest is in comments because it didn't fit..
  
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blueirisfox (125 KP) Feb 16, 2020 (Updated Feb 16, 2020)

The rest:

In terms of new content, there is always something going on. In 8 months of playing, 4 events have already gone by. This game is constantly adding new stuff, and improving things for quality of life.

A useful person to keep an eye on is the YouTuber Meoni. He goes over new patches and live letters, talking about new content being added into the game and just discussing it in general. His channel is the main way that I stay up to date.

Another person that I watch is Shenpai. She mainly streams on Twitch, but she does also have a YouTube under the same name. Her content is more entertaining than informative, although if you catch one of her streams, you might be lucky enough to see her teaching players how to do the more hardcore boss fights. She's one of the best tank players the game has, so there's always something to learn from her.

That's about all I can think of to say, and I feel that this was pretty long already. I might make a review on the free trial as well, but talking about slightly different things.

Peace out,
blueirisfox

Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?