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Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
  
HM
Hidden Magic ( Harper Shadow Academy 1)
6
6.0 (1 Ratings)
Book Rating
53 of 235
Kindle
Hidden Magic ( Harper Shadow Academy 1)
By Luna Pierce
⭐️⭐️⭐️

A cursed witch, four sexy men, and a shadow realm hidden within their academy.

My name is Willow Oliver, and I’m descended from a bloodline of powerful yet cursed witches. At least, that’s what my mother claims. Most people think she’s crazy.

I never put too much thought into it—the whole being a witch thing—I assumed my strange quirks were something everyone else had.

Flowers don’t glow when you look at them?

When others my age go off to faraway colleges and escape our sleepy town, I stay close to home so I can continue to keep an eye on my mother.

My new academy buzzes with a familiar energy. One that half the student body doesn’t seem to notice. The others simply disappear through hazy shadows, vanishing into thin air. Three of the four men I’m magnetically drawn to have skin that feels like electric when we touch, something magical hidden under the surface of each of them.

The more I uncover, the more I doubt my sanity, making me consider one of two things: I’m going crazy, too, or maybe my mom was right after all.

And if what she said of our lineage was true, will I be strong enough to face the ancient curse that is stealing our power? Or will I succumb to it while risking the lives of the ones I can’t help but care for?

It was good. Good story, decent characters and pretty much what I was expecting. Didn’t blow me away but was a decent read.
  
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Heather Cranmer (2721 KP) created a post

Nov 11, 2022  
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**BOOK SYNOPSIS FOR SWEET JANE**
A drunken mother makes childhood ugly. Jane runs away at sixteen, determined to leave her fraught upbringing in the rearview. Vowing never to return, she hitchhikes to California, right on time for the Summer of Love. Seventeen years later, she looks good on paper: married, grad school, sober, but her carefully constructed life is crumbling. When Mama dies, Jane returns for the funeral, leaving her husband in the dark about her history. Seeing her childhood home and significant people from her youth catapults Jane back to the events that made her the woman she is. She faces down her past and the ghosts that shaped her family. A stunning discovery helps Jane see her problems through a new lens.

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**BOOK SYNOPSIS FOR JUST ONE LOOK**
In 1965 Chicago, thirteen-year-old Dani Marek declares she’s in love, and you best believe it. This is no crush, and for six blissful years she fills her hope chest with linens, dinnerware, and dreams of an idyllic future with John. When he is killed in action in Viet Nam, Dani’s world shatters. She launches a one-woman vendetta against the men she seeks out in Rush Street’s singles bars. Her goal: break as many hearts as she can. Dani’s ill-conceived vengeance leads her to a loveless marriage that ends in tragedy. At twenty-four, she’s left a widow with a baby, a small fortune, and a ghost—make that two. Set in the turbulent Sixties and Seventies, Just One Look explores one woman’s tumultuous journey through grief, denial, and letting go.

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**BOOK SYNOPSIS FOR I'LL BE SEEING YOU**
A saga spanning five decades, I’ll Be Seeing You, explores one woman’s life, with and without alcohol to numb the pain.

Young Lauren knows she doesn’t want to be a ranch wife in Palo Pinto County, Texas. After she’s discovered by a modeling scout at the 1940 Fort Worth Stock Show Parade, she moves to Manhattan to begin her glamourous career. A setback ends her dream, and she drifts into alcohol dependence and promiscuity. By twenty-four, she’s been widowed and divorced, and has developed a pattern of fleeing her problems with geographical cures. Lauren’s last escape lands her in Austin, where, after ten chaotic years, she achieves lasting sobriety and starts a successful business, but happiness eludes her.

Fast forward to 1985. With a history of burning bridges and never looking back, Lauren is stunned when Brett, her third husband, resurfaces, wanting to reconcile after thirty-three years. The losses and regrets of the past engulf her, and she seeks the counsel of Jane, a long-time friend from AA. In the end, the choice is Lauren’s. What will she decide?