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The Grimm Forest
The Grimm Forest
2018 | Fantasy
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.

The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.

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, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.

After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.

The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.


The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.

Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.

Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.

I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.

So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

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, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
  
Illumination
Illumination
2021 | Medieval
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.

Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.

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


As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.

A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.

At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.

Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.


Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.

The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.

Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.

So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
  
The Road to Canterbury
The Road to Canterbury
2011 | Humor, Medieval, Religious
I am not a sinless man. In fact, it’s been years since I’ve been to confession, and at this point I’m afraid I would be there for hours just spilling the beans. I know many pious people, but alas, I am not one. However, I do appreciate those that attempt to live that holy life. It takes a lot of guts and a lot of hard work. I guess I’m a little slothy when it comes to that, personally. Anyway, I know of the Seven Deadly Sins, Cardinal Sins, Capital Vices, or whatever you’d like to call them. In fact, I really like the movie Seven – I think it’s great! That said, let’s find out just “what’s in the box?”

The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.

DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) 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, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.

After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.

Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.


Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.

So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.

It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.

For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!

Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
  
Whirling Witchcraft
Whirling Witchcraft
2021 | Fantasy
What is the thing that first draws you into a game? Is it talk of the gameplay and mechanics? Maybe you’ve had a good experience with the designer? Or perhaps the artwork is what catches your eye? For me, I’ve gotta say it’s not only the artwork, but the components as well. Obviously, we’re no strangers to board games, so scrolling through our feeds we see countless pictures of cards, boards, meeples, etc. It’s when a game has an interesting new component that it really pops out to me. Enter Whirling Witchcraft and its 3D cardboard cauldrons! It certainly got my attention, but does the game itself deserve a place on my shelves? Spoiler – it does, but keep reading to find out why!

Whirling Witchcraft is a game of simultaneous action selection and variable powers in which players take on the roles of witches creating various ingredients to be used in future potions. The neighboring witches are always on the lookout for new recipes, so of course you’ll share those secrets and even some ingredients with them!…….BUT these ingredients can be volatile, and having too many on your workbench could cause an explosion! Which witch is sly enough to not only manage their ingredients wisely, but also overflow opponents with extra ingredients?

Disclaimer: We were provided with a copy of this game for the purposes of this review. This is a finalized retail copy of the game, and what is described and pictured below is what you will get when you purchase this game. -L

To setup for a game, each player receives a player board, cauldron, and Arcana tracker with corresponding tokens. Players are randomly dealt 2 Personality Cards, and choose one to use for the game. Personality Cards offer unique powers or recipes for use during the game. All recipe cards are shuffled, and 4 cards are dealt to each player. Players receive a number of starting ingredients (cubes) to their workbench (player board), as stated on their Personality card, and the remaining ingredients go into a general supply. Choose a starting player and the game is ready to begin! Pictured below is the setup for a 3-player game.

This game is played over a series of rounds, and the turns in each round are performed simultaneously. Each round is broken down into two phases: the Study Phase and the Brewing Phase. The first step of the Study Phase is to Play recipes. Players look at the 4 recipe cards in hand and select one to play this round. Cards are placed face-down below the player boards. The next step, Reveal recipes, is pretty straightforward – all players reveal their chosen recipe and add it to their other recipes already in play. The final step of this phase is to resolve Arcana. Certain recipe cards have Arcana icons on the top that are collected when the recipe is played. Arcana comes in three different types (Book, Potion, and Raven), and is tracked on your Arcana tracker. When you have reached a certain amount of Arcana, you have the opportunity to trigger a special effect for the current round. For example, triggering the Raven Arcana allows you to immediately remove up to 2 ingredients from your workbench. Arcana can play into your strategy, so keep an eye on which recipes offer certain types of Arcana! Players check to see if any Arcana has been triggered, and perform the effects if they so choose, and the round then continues to the next phase.

The second phase of the round, the Brewing Phase, is broken down into 4 steps: Produce ingredients, Pass cauldrons, Check for winners, and Pass recipe cards. The Produce ingredients step is performed by all players simultaneously. Players will choose which recipe cards they have in play to be used this round. To use a recipe, you place ingredients (cubes) from your workbench on the ‘input’ spaces of the recipe card – all input spaces on a recipe card must be filled for the recipe to be completed. When you complete a recipe, take the corresponding ingredients shown on the ‘output’ spaces of that recipe card from the general supply. Players can decide how many/few of their recipe cards to be used each round (one, a few, or all of them), and each recipe card can only be used once per round. When all players are finished using their recipe cards, the ingredients are distributed. Ingredients from the ‘input’ spaces of a recipe go back to the general supply, and ingredients left on the ‘output’ spaces go into your cauldron.


This leads us to the next step – Pass cauldrons. All players will pass their cauldron (and the ingredients on it) to the player on their right. The ingredients from your new cauldron are now added to your workbench. Each type of ingredient has a finite number of spaces on your workbench, though. If these new ingredients cause you to completely fill up a row, any excess ingredients of that type are given back to the player who passed you the cauldron. Any ingredients you get back from an opponent go at the top of your player board, into your Witch’s Circle. When all players have resolved their new ingredients, the next step is to check for winners. If any player has 5 or more ingredients in their Witch’s Circle, they are declared the winner and the game ends! If nobody has at least 5 ingredients in their Witch’s Circle, players will pass their hand of remaining recipe cards to the player on their left, draw back up to 4 cards, and a new round begins. The game continues in this fashion until a player has at least 5 ingredients in their Witch’s Circle by the end of the round.
As you can tell from my intro, as well as the rating graphic, I really love this game. I came into it expecting something light, cutesy, and fun, and what I got was so much more than that. Yes, the components (more on that later) and artwork are colorful and eye-catching, but the gameplay is what really surprised me. For a game that literally only has 2 mechanics listed on BGG (simultaneous action selection and variable player powers), the amount of strategy in this game blew me away. Is it the most strategic game I’ve ever played? No. But it was one that kept me engaged and thinking the whole time. There are 3 major elements that you have to consider: recipes, ingredients, and your opponents. For recipe cards, you have to strategize which recipe to add to your tableau, as well as which recipes to use each round. You are allowed to use as many recipes in a round as you wish, so which ones are the best use of your resources? The next element: ingredients. Aside from strategizing about your recipe cards, you have to figure out how to best manage your ingredients. Which recipes offer the output you want? Which ones eat up large numbers of ingredients? These are all things you have to be considering during the Brewing Phase. And finally, you have to keep an eye on your opponents. You ultimately win by causing your neighbor to have an ‘overflow’ of ingredients – so which recipes can produce ingredients that they don’t need more of? Everyone can see each others’ player boards, which gives you a little insight into perhaps which recipe cards you want to activate this round. Add the fact that pretty much all of this is happening simultaneously?! That just is another layer to the strategy you need for this game! Even just describing this gameplay and strategic implications has me psyched to play again! There is much more to Whirling Witchcraft than meets the eye, and that makes it an awesome game to me.


Ok, so the part we’ve all be waiting for – components! The player boards, cards, and Arcana tokens are all great quality, and vibrant in color. The artwork itself is a unique style that really catches the eye and fits the theme extremely well. The iconography/color-coded ingredients are clear to differentiate, and help streamline the gameplay. The ingredient cubes are your standard wooden cubes, and they are nice and sturdy for their small size. The 3D cauldrons are sooooo cool! Are they necessary to the gameplay? Wellllll not entirely – you could easily just use a simple cardboard circle on which to place ingredients. BUT they make the game feel more immersive, exciting, and fun to play! AEG could have as easily not gone with the 3D idea, but the inclusion of this unique component helps elevate the engagement and gameplay to me. Having physical 3D cauldrons adds so much to the overall table presence of this game, and it makes it feel like you’re playing a deluxe/upgraded game. Add in the fact that the box is made to house the assembled cauldrons, so you don’t have to be continually assembling/disassembling them every time you play. Great forethought and execution! So all in all, excellent production quality overall!
If you’re in the market for a game with ‘simple’ mechanics but elevated strategy, I highly recommend Whirling Witchcraft. This game truly is a gem, and it plays relatively quickly for a ‘heavier’ game. I’ll be the first to admit that I was drawn to this game by the components, but the stellar gameplay is what makes me keep playing it. Purple Phoenix Games gives this one a whirling 5 / 6. Check it out, you won’t be disappointed!
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Oct 30, 2018 (Updated Nov 20, 2018)  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.

So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.

I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.

To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.

Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.

Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.

The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.

This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.

As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.

I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.

In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.

I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.

The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.

In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
  
Show all 4 comments.
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Andy K (10821 KP) Oct 30, 2018

I think the open world stuff will be better. So far kind of limiting. I'll write a review when I'm further along.

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Daniel Boyd (1066 KP) Oct 31, 2018

Looking forward to reading it.

Star Wars: Episode IX - The Rise of Skywalker (2019)
Star Wars: Episode IX - The Rise of Skywalker (2019)
2019 | Action, Adventure, Fantasy
Another film ruined by Endgame's splendour
Contains spoilers, click to show
The Rise of Skywalker

Some endings are welcomed whilst others are heart-breaking and sudden, then there is this movie that closes a curtain that’s older than my very bones. In the time from 1977 there has been highs, lows and Jar Jar Binks a plenty and lots and lots of toys, lunchboxes and soap sets in all shapes of droids. The film itself opens and quickly reintroduces all the main characters and sets up the plot lines for each person and they embark on a path that is destined for them all to meet later. Kylo Ren is on a solo Gooniesesque mission to retrieve something darker than One Eyed Willies rich stuff with the aid of a Toblerone shaped virtual map. Helmetless and emotionless he encounters the Emperor you in fact is not dead but just chilling out with many engineers, Sith corpses and a big evil throne that he may use to do dark side Sudoku. Kylo Ren must kill Rey and then he and Palpatine might both crack a smile and take turns on the evil throne as all powerful rulers.
Is it a bird? Is it plane? Well its half bird in name alone it’s the Millennium Falcon doing what it does best and being chased and escaping for the numerous time but this time they are light speed jumping even though they are told not to, naughty naughty. Po and Finn get some gossip and head to the planet the Rebels are all hiding on to share their news. Enter the heroine its Rey in a new outfit and floating up high but failing to entice the Jedi spirits to appear but why would they this early on in a film. The hero’s all use the gossip from the Empire spy and Rey, Finn, Poe, Chewbacca, BB-8, and C-3PO depart in the Millennium Falcon. Space trip!!!
They head for a Space desert that is like Mardi Gras with sand, it’s so lucky that these sandy terrains are common in space like they are common on Earth as Star Wars loves these arid landscapes. They get into a scrape as they always seem to do but with Stormtroopers being inept and despite being airborne, they now fail on both land and air to do anything other than being a source for explosions. C3-PO finally gets the chance to be of actual use but in his golden and splendid way he is unable to translate a Sith message orally and it remains unheard and unseen in his memory banks. Kylo Ren mentally Skype calls Rey and she forgets to turn off her location settings and he turns up. In the ensuing melee Rey turns up the bad ass levels and destroys an Empire ship containing the Wookie we all fell in love with Chewbacca. In a big fiery furball of fire he is gone, Rey is beside herself with regret and they all escape on board Not the Millennium Falcon. Another planet another mission to add to the collection sees the group hoping to find a brain surgeon to extract the Sith message from C3-PO. On planet Jim Henson we see a large collection of weird and wonderful puppets and cosplay experts. The downside of the brain surgery is it will format C3-PO to the factory settings so he can learn to be annoying to everyone all over again. A little shaved Mogwai turns out to be the master surgeon and he completes the job easily enough and they retrieve the message, but the worst fears are realised as C3-PO remembers no one.
From the furry flames Chewbacca, we find out is not dead but merely being pampered in the Empires many hair and nail bars. Sensing this fashion disaster waiting to happen Rey organises a rescue mission and they break into the Star Destroyer with relative ease until Poe, Finn are caught and assigned to death. Rey is on her own mission and breaks into Kylo Ren’s bachelor pad and has a look around and gets the Sith dagger and another Skype call from Kylo Ren is taken where he tells her some missing parts of her childhood and about her true lineage as a pesky Palpatine. The age-old Star Wars family is not who you think it is trope is wheeled out once more. Learning from her previous failures of her location services she refuses to tell Kylo but when the melted helmet of the original absent father Darth Vader falls at Kylo’s feet he knows she is in his room. Enraged in case he left any interspace porn lying around his room he quickly makes a run for his awesome ship.

With certain execution facing Poe, Finn and the now unlucky Chewie and the blasters set to wipe them out General Hux turns Rouge One and saves the heroes at the last second. With his turncoat and spy status ensured he shows his true childish colours and he wants Kylo Ren to lose because he has longer and hair on the darker side of black (maybe). Before allowing them to escape he asked for a blaster wound to give his story of them overpowering the guards some weight, surely a fool proof plan with your boss being able to mind read. He takes a blaster to the knee before hobbling to explain himself before being shot as the traitorous Rebel scum he is. If only he had lived long enough, he may have seen his wish come true. They well-travelled hero’s travel to space Astoria for another Goonies part of the quest where they see the remnants of the second Death Star and use the dagger doubloon to perfectly line up where the way finder is located. A big source of luck as the waves that engulf the planet and are crashing all around the wreck of the Deathstar have avoided any damage over the years. It’s deemed impossible to traverse the giant waves until morning but when Rey sees her opportunity she sails over the waves with relative ease while the rest of the heroes are chatting to a local about zero hour Strom trooper contracts and a lack of a good sickness benefit policy. As Rey makes it to the wreckage, she is met with Kylo Ren and they have a lightsaber battle after he smashes the way finder and asks her to join him in getting rid of Papa Palpatine and being the Sith power couple. Kylo seems to be building up the anger in Rey and trying to temp her to give in to her rage. Some great action shots and some force leaps make this a memorable fight scene until Leia ‘force times’ Kylo distracting him enough for Rey to become the victor. This is the last stand for Leia as she gives up the ghost and therefore becomes one of those ghost Jedi figures. With a sudden change of heart and with the wound barely open Rey uses her force healing abilities to fill Kylo’s hole right up before stealing his ship and leaving him stranded on Goonieland. With all this free time Kylo throws away his lightsaber and becomes Ben Solo once more and squeezes in a catch up with his old dad Han in dreamworld or memoryland.
Rey is now on a mission to destroy the Sith and the Emperor on the hidden planet now she has the map but only after setting Kylo’s sweet spaceship on fire and then realising her error. This impulsive nature may be leading to the dark side!! She heads to Exegol the Sith planet just as Palpatine is setting his sights on getting on with ending the Rebellion once and for all. If a job is worth doing its worth doing it yourself and orders the destruction of planet by a weapon that’s on each Star Destroyer. When Rey catches up with the Emperor, he is happy to see her and he invites her to strike him down, probably to become more powerful than we can imagine. Rey leaves a trail of cosmic breadcrumbs and she is followed by the resistance and they have a plan to take on the Final Order by destroying a central communication tower, so again a rather simple way to stop some heavy duty weaponry; the old classics are the best!!! It becomes a bit Star Wars of the Rings with space horses appearing and galloping to the rescue, not since the ill-fated days of the Phantom Menace has wildlife shocked me in such a manner. Back to the will she, won’t she, Rey and the Emperor are still wanting different things and Palpatine has invited the ghosts of Sith past to witness his greatest triumph. Rey has a choice of lightsaber’s due to Leia giving her an extra, maybe there was a reason for this!! Oh, wait Ben Solo has arrived lightsaberless what a stroke of luck!! Palpatine has had enough and he decides to drain both the Jedi’s of their life force and levels ups and gets back to rage mode and gets his lightning on. He dispatches Ben and then takes out the full resistance fleet with an impressive lightning show. Rey in her weakened state finally perfects the connection with the Jedi spirits that she failed at early in the film. Armed with the x-factor of crossed lightsabers she pushes the Emperor back and turns his own electricity and his face is melted off Raiders of the Lost Ark style. Ben then comes back into the mix and repays the force healing from earlier and gives Rey the gift of life followed by a kiss. This is a kiss of death literally and he fades away into nothingness. In scenes not seen since the Avengers help arrives when all hope is gone, and the fight is won by the good guys again.

I felt that this film was too fast paced and had too many storylines that were quickly explored and this was at a detriment to what could have been. Maybe on repeat viewing there will be the chance to slow down and explore the potential of the film. Some scenes were for the older generation and some were for the newbies to the galaxy far, far away and this again was at a cost to the whole experience. This all being said the watch was enjoyable and had its genuine emotional moments and humour was used to break the tension at times with C3-PO having a few choice lines for once.
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.