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Calico
Calico
2020 | Abstract Strategy, Animals, Puzzle
Cats. You love them. I tolerate them. I’m a dog person. While cats are the first things I think of when I hear the word Calico, it actually is also referencing a printed pattern. In this case, Calico refers to the printed fabrics to be woven into a quilt as well as the fluffy and mostly-indifferent mammalian species. Let’s take a closer look at Calico.

Calico is a game of tile drafting, tile placement, pattern recognition, with a hint of point salad. Now, not everything you do will score you points, but there are many ways to score. This game plays equally well solo as it does with a group, but how does one play it?

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup, each player chooses a quilt board that has a different colored stitching printed on it. This is the player’s color. Each player will receive their goal tiles of matching color and choose three of these to place on their boards in the starting positions (the rule book also details a recommended first game placement and tile choice). These tiles show the requirements to score them and how many points each scoring tile is worth. Three cat placards are chosen that will be visiting your quilt sections and who score differently from each other. Place the corresponding cat tokens nearby and randomly assign two black-and-white patter tokens to each cat under their placard. Place the cute rainbow tile and matching button tokens nearby. Shuffle the quilt patch tiles and place them in a pile or stack at the middle of the table. From this collection deal two per player, and draw and reveal three more face up to be the offer row. You are now ready to play.

On your turn you will place a tile from your hand, check for scoring, and then draw a new patch tile to your hand. You may place either of your tiles anywhere on your board in any orientation you like. Complete freedom! In order to score points, however, you will want to be strategic in where tiles are placed. You see, the scoring tiles you placed at setup will dictate how they score. Some tiles score when you have two sets of three similar tiles. Tiles are similar either by matching their patterns or their tile colors. Some tiles score when you have placed NO matches at all. Each of these tiles will score points based on whether you satisfied its requirements by color, by shape, or both. Example: a scoring tile says AAA-BBB. This means it wants two sets of three matching patch tiles surrounding it – and ONLY the tiles surrounding it. It also has printed scores of 8 and 13. This means that if you have two sets of tiles that match by color only (but not pattern) you will score 8 points. Should you match three tiles’ colors but also match three tiles’ patterns you will score 13 points.

It is important to note here that the six tiles surrounding the score tile do not have to match exactly. So you do not have to have three yellow tiles with ivy pattern. You need to have three yellow tiles (if you chose yellow for this example) and three tiles that have the ivy pattern. Your other set can be three blue tiles with three stripes patterns. As long as you have these sets from the six surrounding tiles you will score what is on that tile.

The cats come into play when you satisfy their scoring requirement printed on their placard. So Thimble, the actual Calico cat, will visit a portion of your quilt when you have placed three tiles adjacent to each other with their preferred pattern. In the example shown Thimble likes ferns and polka dots. So whenever you have three or more connecting tiles that share one of these patterns you will grab a Thimble token and place it on one of the tiles on your board. Each cat will have different scoring requirements and patterns of which to be aware.

Similarly, but with colors, are the rainbow scoring button tokens. Each patch tile contains a color and a pattern. Cats are attracted to patterns, whereas buttons are sewn onto similar colored tiles. Match up three tiles of the same color and you can sew a button onto your quilt. Buttons are worth 3 points and they just look great on your quilt.

Play continues in this fashion until all quilts are completed. Players then tally up their scores and determine the winner of Calico!

Components. Again, we were provided a prototype of this game, so I will not comment too much on the components as they will probably change from now until production. But, I am able to comment on the art and visual aspects. The art is by Beth Sobel. Do I need to say more at this point? Yes? Ok. So the illustrations of the cats are wonderful. The sleepy little space heaters are depicted so well and they really are cute (I mean, if you’re into cats). The patterns and colors on the quilt tiles and buttons are absolutely fantastic. Just seeing it on the table makes me excited to play it, and for a game about quilts and cats that is REALLY saying something. The art and visual appeal of this game is truly off the charts.

I am not colorblind, but I do appreciate when designers consider options for gamers who are. In Calico, though you are playing for and concentrating on patterns and colors, the tiles are also printed with icons that match the shapes of the buttons to be claimed. As you can see in our photos, yellow tiles have a crescent moon, which match the crescent moon button you claim. The purple tiles have a ghost? Onion? Jawless skull? Blueberry? Whatever it is, it also matched the token you claim for the rainbow bonus points. I like this. I like this a lot.

So do we like playing it? I have played several games of this solo as well as with a group, and it truly is fantastic. It’s one of those games that you can go nutty trying to figure out the optimal play, or you can just play it casually to come up with the prettiest end result. Granted, you probably will not win much, but golly look at your quilt! You can play Calico with ANY gamer type: beginner, casual, hard core, and industry personalities. And I believe that every one who plays this will have a great time and salivate for more plays (cats salivate, right? Or is that a dog-only thing?). I am very excited to see what Flatout Games has in store for this one on Kickstarter, and I would be happy to play with anyone who asks, or as part of anyone’s gaming event.
  
Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

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

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
Matryoshka
Matryoshka
2016 | Card Game
I don’t know about you, but I have always been fascinated by Russian nesting dolls, known as Matryoshka dolls. Something about opening the outer-most doll and finding an exact replica, but smaller, just brings me so much joy and satisfaction. I could play with them all day. So whilst perusing Miniature Market, I came across this little card game. Does Matryoshka give me the same sense of satisfaction as playing with physical nesting dolls? Or does it leave me feeling empty, like a Matryoshka that is missing its inner dolls? (This analogy is a stretch, but I’m sticking with it)


Matryoshka is a card game of hand management and set collection in which players are antique collectors attempting to gather complete sets of valuable Matryoshka dolls. Over the course of 4 rounds, players will be trading (in a sort of auction/bidding way) cards in their attempts to collect different sets of numerically ascending Matryoshka dolls. To setup for a game, you will first create the game deck. Depending on the player count, you will use a specific number of Matryoshka sets for the game – each set ranging from values 1-7. Shuffle the deck and deal 6 cards to each player, placing the remaining cards in the middle of the play area in a face-down draw deck. Players will then select 2 cards from their hand to place in their Display (tableau), organized as described in the rules. Cards in your display are visible to all players, and provide information as to what cards you have, and what cards you may be looking for. So deciding which cards to Display is part of your strategy. Select a starting player, and the game is ready to begin! Pictured below is the setup for a four-player game.
Each round is consists of 3 phases: Draw, Exchange, and Display. To begin the round, all players will draw 2 new cards from the deck. The Exchange phase is played in turns, beginning with the starting player as the active player. The active player will select one card from their hand to be placed face-up in the middle of the table. This is the card that is up for trade. All other players must then choose one card from their hands to be offered in exchange. Players keep their offer cards hidden, and the active player will secretly look at all offer cards. The active player then chooses one of the offer cards to take into their hand, and the player whose card was chosen takes the active player’s face-up card. All other players take their offer cards back into their own hand. Play then moves clock-wise, beginning another Exchange with a new active player.


When all players have had the opportunity to be the active player, the game moves to the Display phase. Players take all cards from their Display into their hand, and will then create a new Display. As the game rounds progress, the number of cards in each Display increases. To start the game, all players Display 2 cards. After the first round, the Display will have 4 cards, then 6, 8, and finally 13 to end the game. Again, cards in your Display are visible to all players, and that information could be used strategically when Exchanging cards in the second game phase. After the fourth and final round, players will have a total of 13 cards in their Display. Each Display is now scored, earning points for consecutive cards per row as well as sets of the same size of doll. The player with the highest total score is the winner of the game!
I should probably start by saying that I’m a sucker for set collection. So when I stumbled across Matryoshka, the theme drew me in and the set collection mechanic prompted me to hit ‘Add to Cart.’ And I have to say that I am loving this game. One major element that I like about Matryoshka is the simplicity of the gameplay. Draw 2 cards each round, offer cards from your hand in Exchange for others, create Displays of your sets. Easy as pie.

What really takes this game above and beyond for me are the strategic elements. Deciding which cards to Display at the end of each round is a major strategy point of the game. You have to be careful with which cards you choose to Display, because they are visible to all players. So maybe you’ve got a set of 5 consecutive cards, but do you really want your opponents to know that? Is it better to only Display a couple and use other sets to finish your Display? Or maybe you do want people to know you’re gunning for that set, as it may prompt them to offer any of those cards from their hand, for which you would pay a pretty price. You scratch my back, I’ll scratch yours, right? Along with that comes the negotiation tactic. During every Exchange, players are allowed to try to influence the active player for certain trades. Take my card now and I’ll owe you a favor later sort of thing. It’s neat to see what strategies players will try with each passing round.

ALSO it pays to pay careful attention to all opponents each round. When creating your Display at the end of every round, you do not have to use the same cards as in your last Display. So you can strategize to bait opponents to giving you cards you want, or to try and keep your chosen sets secret. That being said, paying attention to opposing Displays can be a good tactic. Maybe your neighbor just had a consecutive run of 3 cards in their Display, but now are choosing to only Display 1 of those cards – just because you can’t see the others, doesn’t mean they’re not necessarily there. So changing up Displays can be a way to maybe trick your opponents into thinking you do or do not have specific cards. If you keep a careful eye out, you may be able to deduce what everyone is hiding…

A quick note on components – this game is a stack of cards in a small magnetically-closing box. The artwork is thematic and unique, the rules and scoring aids are understandable, and the box itself is nice and sturdy. The cards are not the most high-quality I’ve seen in games, but as long as my players are gentle, that shouldn’t be a problem in the long run.

So all in all, I think you can tell that I love Matryoshka. The gameplay is simple and fast, yet the strategic options really get you thinking and perhaps second-guessing every Exchange that is made. I really like the element of changing Displays at the end of every round, as it allows players to adapt their strategy for the coming round. I wasn’t really sure what to expect when I picked up this game, but I was pleasantly surprised. It’s one that I’m definitely happy to have, and can see myself pulling it out often for a quick, yet strategic game between some of the bigger games out there. To bring back my analogy from my intro (yep, I’m committed to this joke), I would say that Matryoshka is nearly as satisfying as playing with a physical set of nesting dolls. If you’re looking for something light yet engaging, I would definitely recommend picking this one up. Purple Phoenix Games gives Matryoshka a nestled 5 / 6.
  
Kingdomino Origins
Kingdomino Origins
2021 | City Building, Prehistoric, Territory Building
I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?

Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!

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 two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.

Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.

Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.

After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.


Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.

What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.

So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?

All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
  
Zoom in Barcelona
Zoom in Barcelona
2019 | Travel
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.

In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!

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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.


NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.

Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.

The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.

Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.


Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!

Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)

So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.

I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.

Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.

Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
  
Mystic Vale
Mystic Vale
2016 | Card Game, Fantasy
The Land needs you, Druid! It is plagued, barren, in need of revitalization and only your Circle can cure it and bring vivacity back to our home. Earn as many VP crystal shards as you can to defeat the other Druids and re-beautify us!

DISCLAIMER: This review focuses on vanilla Mystic Vale. We have most of the expansions in our collections, and we may do reviews on them and how they change the experience. If we do, we will either update this review or link to the expansion reviews here. -T

Okay, so the last part of my intro doesn’t quite make thematic sense, but this is a competitive game. A really good competitive game where there really isn’t a ton of direct player interaction, so if you enjoy merely messing with your opponents’ plans and just seeming like an annoying bee sting, read on.

I will also get this out of the way early: this is my first Card Crafting Game and the first of its type (that I know of, anyway). The concept is explained in the next paragraph. There are now others, but this is the grand-daddy. I was skeptical at first and was late to hop on the bandwagon here, but when I did I was really blown away. You have your own deck of cards that is exactly the same as your opponents’ decks, with a different colored back. Throw those cards into the provided clear sleeves, set up the other decks from which you will be purchasing upgrade cards, and you are setup.

The game mechanics are familiar, where you are pushing your luck to flip over cards from your deck to create a hand of cards… or bust and do nothing. Using the symbols on these cards allows you purchase cards from the current offering grid. Once you have purchased your new card(s) you must put them in the sleeves along with your starting cards to improve those starting cards! How can we do this, you ask? THE CARDS ARE SEE-THROUGH PLASTIC CARDS. Some starting cards are completely blank, and so adding to them drastically increases their value. This is a twist on the old deck building mechanic where you are no longer adding cards to make your deck more plentiful, but you are improving the sleeved cards you already have.

The art on the cards you are purchasing from the offer are printed in a way where information is split into three areas – top, middle, and bottom. So, you may have a starting card that gives you one icon worth of purchasing power with art on the top section. You grab a card to add to that another purchasing icon, with art on the bottom section. Now the next time this card comes up in your hand it is worth two icons to spend on further cards. Simple, right? Well, there are several types of purchasing icons (stars, leaves, paws, etc), not just one general icon. Some cards will furnish you with the other icons that you can use to purchase Vale cards (see photo below). These are powerful cards that can provide VPs and other actions to propel you to victory.

There’s so much in this game, even with just the vanilla base cards, that I just cannot explain everything here. So I won’t. If you have questions, do let me know. Speaking of the base game, here’s what you get.

A box. The box is decent size and will accommodate an expansion. I believe it is supposed to handle more than one, but in my experience, I wasn’t able to fit a whole lot in there with the provided insert. So I made my own. The VP tokens are great. The plastic cards are really great, but they have a strange (or familiar if you have played games like Gloom) smell to them that takes a bit to get used to smelling. Also, the cards come with a protective cling-film layer that will eventually start peeling off. These are used to facilitate printing on the plastic, and can be kept on or taken off – your preference. I’ll tell you what though. The art on this game is absolutely stellar. I really haven’t seen much better on a game, so I definitely am keeping my protective film on mine. The sleeves are decent, but I have had a few blowouts from usage. The game comes with more sleeves than is necessary, so I am hoping I never run out.

This review is long enough, but I wanted the reader to know that I hold this game in VERY high regard. It is well entrenched in my Top 10 list, and I don’t see it moving downward any time soon. The expansions definitely add a ton of replayability to it, but even as is, Purple Phoenix Games gives this one a revivified 21 / 24.

https://purplephoenixgames.wordpress.com/2019/03/15/mystic-vale-review/
  
Samurai Spirit
Samurai Spirit
2014 | Animals, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!

Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.

For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.

The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.

The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.

For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.

I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.

https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/
  
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Purple Phoenix Games (2266 KP) rated Dollars to Donuts in Tabletop Games

Jul 21, 2020 (Updated Jul 21, 2020)  
Dollars to Donuts
Dollars to Donuts
2020 | Abstract Strategy, Puzzle
I don’t think I even have to say anything up top here to get those juices flowing – just looking at the box to Dollars to Donuts makes you pine for them. Just me? Nah, everyone loves donuts – even most of the diabetics I’ve known. So when I heard that we had a chance to preview a tile-laying, set collection donut-themed game, I knew we had to jump on it. And oh, spoilers, it’s GREAT.

Dollars to Donuts is a game where you are literally turning dollars into donuts. Pretty on the nose with the title, eh? Agreed, but once you play it, I promise you will be hooked.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter running until August 10, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T

There really are plenty of rules for this game, and I will not touch on everything. To setup, deal each player a board in their color along with the matching starting 1×1 donut tiles to be placed on the boards according to the rules, as well as the proper starting Dollar Tiles. Populate the Specials Board (shown below), reveal the top four Customer Cards (shown below), separate the Donut Tiles into like piles, and throw the rest of the Dollar Tiles into the cloth bag. The game is now ready to begin!

Each player will be purchasing a Donut tile (1×4) on their turn and placing it on their board. The interesting thing here is that these tiles do NOT have to be confined to the spaces on the Player Mat (board) – tiles can hang off the edge. And icons that are hanging off, however, cannot score or provide any benefit, so that is the trade-off. After placing the Donut Tile on the board, players will then collect Donut VP Tokens if placing on the board created a complete donut. If the placing created a mismatched donut, the player will instead collect as many Dollar Tiles as the highest number of $ symbols of the mismatched donut (so a plain donut half is worth $1 but a chocolate is worth $2 so a mismatched donut of those two flavors would count as $2). At this point, the player may choose to place a 1×1 double-sided Dollar Tile on their board to fill a gap, or hole, and I’ll be darned if you don’t use donut holes to fill holes in your board. Lastly, a player may then Serve a Customer using their earned Donut VP Tokens. Serving customers increases the value of the VP tokens, so serving is certainly beneficial.

Play continues in this fashion until a player has filled their empty board spaces with delicious donuts. Complete the round and then count the scores to see who really is the Donut Champ.

Components. Again, we were provided with a prototype copy of Dollars to Donuts, and upgraded components are stretch goals for a successful Kickstarter campaign. That said, the art on this is really great. Dylan Mangini can illustrate games superbly for sure. I love the colors they have chosen, the art style, and fun start player token that came with it (and I hope it is something that can be offered to all through a stretch goal or something). I have no complaints here and I look forward to seeing how the final products looks.

So it is absolutely no surprise that I loved this one. I have a special place in my heart for games with ever-changing resource costs, tile-placing, donuts, multi-use components, and donuts. I love being able to use any part of the Donut Tiles, even if my board looks kooky at the end (see below). It’s so refreshing when a game comes along that takes a comfortable given and turns it on its head. We all know how to keep components within the boundaries of our player board. But WHYYYYY? Dollars to Donuts fixes that, even at the cost of our more organized players’ sanity. I simply love this game and can’t wait to get my final copy. If you also are excited to grab a copy of this one, head over to Kickstarter and join the campaign going on NOW (at the time of this writing) until August 10, 2020. I would also suggest ordering a dozen or two of your favorite bakery treats to have on hand when you play this – your tummy will thank you. Unless you’re diabetic. Then I am sorry.
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
Bermuda Pirates
Bermuda Pirates
2019 | Action, Kids Game, Pirates, Transportation
The Bermuda Triangle. The area within the Atlantic Ocean that is rumored to be home of an aquatic black hole through which people and ships have gone inexplicably missing for years. What an excellent theme for a board game! I must admit, I learned of this game via one of Marco Arnaudo’s con videos and just had to have it. Was I bamboozled or is this a great game? Well, the ratings graphic above spoils that, but why is it so?


Bermuda Pirates pits players against each other in a mad dash to collect a set of colored gems from the middle island and bring them back to the home port first. Pirates (the players) will be encountering whirlpool vortexes along the way and can even place buoys to remind themselves to steer clear. The first player to bring back a whole set of gems successfully will be the winner!
To setup, first place the bracket piece (can only be seen partially in the final photo) in the middle of the table. Next orient the first layer of four square tiles (unseen in photos) on the bracket and then place the game board atop the tiles. Place flags upon the bracket nubs and matching gems at their bases. Each player chooses a color, takes the boat and buoys of that color and places them near the land with the matching dock color. The game may now begin!

On a player’s turn they must begin their journey from their home dock toward the center island to collect gems. They move their boat using one finger at the stern of the boat and pushing it across the board. Players will know when the boat has hit a hidden whirlpool when the magnets within the boat and within the board meet and create sudden resistance. The player may then place a buoy on that spot to remind themselves, and opponents, where a potential whirlpool spot is located. Should the player make a whirlpool-free trek to the central island, they must dock and collect a gem. From here the player must decide to either return back to their home dock to bank the gem or continue to collect gems before returning home.


Once a player has decided to return home with gem(s) aboard, they must take care not to hit whirlpools along the way because once the boat and whirlpool meet the boat will stop and the gems will fly across the board or even off the board. Those gems that land in the sea stay on the board to be collected by ANY player, and those gems that leave the board are lost forever. Herein lies the fun of Bermuda Pirates. Seeing gems flying will give players of any age and ability a giant piratey smile. The game ends once all players have had an equal amount of turns, and those pirates who have collected a set of one gem of each color will be the winners!
Components. I would certainly be remiss if I did not congratulate the designer and manufacturer of Bermuda Pirates for an absolutely gorgeous game with ingenious components. You see, the magnets that trip up the boats are hidden within that first layer of tiles that are placed on the bracket underneath the main game board. But even if you were to inspect these tiles, you would not necessarily know exactly where the magnets are placed. So every game will be different because of the order and orientation of the tiles setup. Bravo! Truly wonderful outside-the-box designing here. Yes, all the cardboard and plastic pieces are also great quality, but the ingenuity is what makes this one special.

I cannot say enough good things about Bermuda Pirates. My 4-year-old has a BLAST playing this one (even though the box says 7+. Shh, don’t tell anyone)! Seeing his face light up every time the gems go a-flying is just pure joy for a parent. Even when my wife and I played just the two of us, we were smiling the entire time we played. It’s that kind of game.

Bermuda Pirates will probably never reach my Top 10 Games of All Time list, but I certainly will hold onto it and cherish it in my collection. I think this game can work with any group of gamers of any skill or experience level. It is simply a joy to play as you push along your little boat hoping upon hope not to run into the whirlpool and have your four gems strewn about the ocean. Or placing the buoys just ever so slightly in the wrong location so that your opponents accidentally run into the whirlpool by trying a tangential approach. My family loves this game, and that is why Purple Phoenix Games gives this a very family-friendly piratey 10 / 12. If you are looking for something light and dextrous, with a great theme and excellent production quality, please check out Bermuda Pirates. It will definitely be a hit with anyone you introduce to it.