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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Injustice 2 in Video Games
Oct 17, 2017 (Updated Oct 3, 2018)
Technically sound (1 more)
Good online functionality
Naff character redesigns (1 more)
Lack of character motivations
Gods & Monsters
Quick disclaimer before I start the review, I am not a huge online gamer. Whilst playing through Injustice 2, I dabbled in a few online fights and played a few co op games with my better half, but for the most part, this is a review of the single player story portion of the game.
I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.
The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.
Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.
I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.
I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.
Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)
The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.
As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.
In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.
I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.
The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.
Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.
I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.
I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.
Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)
The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.
As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.
In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.
Purple Phoenix Games (2266 KP) rated Viceroy in Tabletop Games
Jun 12, 2019
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!
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Gareth von Kallenbach (980 KP) rated Company of Heroes 2 in Video Games
Jun 19, 2019
Fans of the real-time strategy World War II epic Company of Heroes were delighted when a full sequel to the game was announced. There was a bit of trepidation when publisher THQ was forced to sell off much of their assets to rival companies due to bankruptcy issues. Thankfully for the fans of the game and developer Relic Sega stepped in and acquire the franchise as well is provided to developers additional time to polish the game beyond its initial scheduled release.
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
Purple Phoenix Games (2266 KP) rated Unmatched: Cobble & Fog in Tabletop Games
Mar 19, 2021
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
Gareth von Kallenbach (980 KP) rated the PC version of Outriders in Video Games
Apr 10, 2021
Once Patched: Outriders Is A Fun And Engaging Adventure Which Provides Plenty Of Action
With the Earth deemed unsalvageable and with mounting natural disasters, humanity plans to send colony ships to the distant planet of Enoch in an effort to save humanity. After 86 years in space, an elite unit known as Outriders land to pave the way and soon finds themselves under attack by rival security forces and a deadly and bizarre storm that has decimated the Outriders.
Seriously injured the player character is put in stasis and is awakened 31 years later to find what is left of humanity engaged in a violent Civil War with the player being their best chance for survival.
Thus begins Outriders; an ambitious game from People Can Fly and Square Enix which looks to combine action, combat, loot, and Science Fiction into a bold gaming experience.
Players can customize the look of their characters and must select a class such as Trickster, Pyromancer, Devastator, and Technomancer. The classes have specific abilities which as players gain experience, unlocks and allows them to select and use devastating powers as it seems the exposure to the storm has given the player character God-like abilities and has earned them the title of “Altered”. I selected the Devastator class and enjoyed being able to suspend and reflect incoming fire, add a protective barrier, produce spikes to impale enemies, crush enemies with a gravity-based attack, dash and smash, and my favorite; a propelled leap that reduced all in my landing area to a pulp. Each power has a cool-down timer after use but as the game is very customizable; players can unlock and assign new perks which can increase damage, duration, and more for their powers, weapons, and such.
The game had an extensive demo available pre-launch and this allowed me to get to know the screens to equip, modify, swap, or deconstruct gear as there is a huge variety of armor and weapons for players to use and modify.
While the menu system at times was confusing at first in terms of what the main mission was and what were numerous side missions and such; I was able to get things up to speed and with strategic capture points; players can always jump back to various locales.
Since the early missions involved being around the main base filled with trade and other options; I had figured it would play into the game going forward. However, as I went deeper into the game I found it easier to simply deconstruct or not gather loot that I did not want and simply equip better gear and weapons as they came my way.
The progress I had made in the demo also carried over onto the main game so long as you use the same platform for release that you did in the demo. This was great to experience as I did not have to replay the lengthy intro and setup nor the early missions.
With a crew of NPC characters along for the mission, the player will journey into dangerous zones each with their own unique biosphere and dangerous creatures and enemies who come at you in waves and can be overwhelming even with the ability to set the game difficulty.
Outriders is setup to be played with a party of characters and much has been made of the rough launch for the game which included server issues, cross-play problems, missing HUD Displays, and such hampered gamers. I was able to connect with a player I found in the forums for the game and he helped me through some battles that I could not figure out how anyone could be expected to complete on their own at the skill level they originated at.
Players can randomly join a party but did not have a clue where they would be in the story progress or how many were in a party, but it was very easy to resume a campaign where I left off should the party I joined be further ahead of or back of where I wished to be.
I did jump into a game that is done randomly and was able to get some higher-level gear and weapons which helped when I returned to my campaign, but in time I again found myself in need of help. One player had issues with getting in my game and then being booted as an example. The HUD display would vanish often which required a return to the lobby, sometimes multiple trips; to get it back. While it seems like no big deal and I worked my way through at times without it; not being able to see a mini-map, health, and if your powers were recharged does make it difficult.
The game offers lavish locales from snow-covered mountains to a jungle, desert, temples, and more. The enemies can be very challenging as I found the ones with guns to be easier at times than the wildlife which came in waves and could take all I had to bring down.
The graphics of the game are solid and the combat mechanics reminded me of a mix of Gears of War and The Division series as from a third-person perspective; players could take cover and shoot from a shelter, or wade on into the oncoming enemies and use the vast arsenal of pistols, machine guns, shotguns, and sniper rifles to win the day.
The numerous cut scenes dive the story forward and upon completion of the story; there is a mode where players can work to retrieve items. It was humbling to have weapons that reduced powerful enemies to mush do little more than annoy the enemies I encountered as it was clear that this mode was best suited for advanced gamers in a party.
A new patch arrived yesterday which seemed to resolve the issues I had with matchmaking, server connections, and the missing heads-up display. I was able to match up with another player where I was in the game and the two of us powered through the main missions as well as some side missions to complete the game. We did not have any in-game chat/communication but we were able to work well as a team. I would suggest using Discord or a similar service if you are looking to play with friends on PC or chat with console users.
While the launch was rough due to the numerous issues; they were addressed and the final result once patched is a deeply enjoyable action game that provides plenty of fun and challenges. Some may say waves of wildlife and enemies may become repetitive but the vast array of them as well as the varied locales, weapons, and powers had me hooked from start to finish.
I was a big fan of People Can Fly’s Bulletstorm game and have longed for a sequel ever since that game arrived. Here is hoping that Outriders will become a new franchise and we will see more content in the not too distant future.
Seriously injured the player character is put in stasis and is awakened 31 years later to find what is left of humanity engaged in a violent Civil War with the player being their best chance for survival.
Thus begins Outriders; an ambitious game from People Can Fly and Square Enix which looks to combine action, combat, loot, and Science Fiction into a bold gaming experience.
Players can customize the look of their characters and must select a class such as Trickster, Pyromancer, Devastator, and Technomancer. The classes have specific abilities which as players gain experience, unlocks and allows them to select and use devastating powers as it seems the exposure to the storm has given the player character God-like abilities and has earned them the title of “Altered”. I selected the Devastator class and enjoyed being able to suspend and reflect incoming fire, add a protective barrier, produce spikes to impale enemies, crush enemies with a gravity-based attack, dash and smash, and my favorite; a propelled leap that reduced all in my landing area to a pulp. Each power has a cool-down timer after use but as the game is very customizable; players can unlock and assign new perks which can increase damage, duration, and more for their powers, weapons, and such.
The game had an extensive demo available pre-launch and this allowed me to get to know the screens to equip, modify, swap, or deconstruct gear as there is a huge variety of armor and weapons for players to use and modify.
While the menu system at times was confusing at first in terms of what the main mission was and what were numerous side missions and such; I was able to get things up to speed and with strategic capture points; players can always jump back to various locales.
Since the early missions involved being around the main base filled with trade and other options; I had figured it would play into the game going forward. However, as I went deeper into the game I found it easier to simply deconstruct or not gather loot that I did not want and simply equip better gear and weapons as they came my way.
The progress I had made in the demo also carried over onto the main game so long as you use the same platform for release that you did in the demo. This was great to experience as I did not have to replay the lengthy intro and setup nor the early missions.
With a crew of NPC characters along for the mission, the player will journey into dangerous zones each with their own unique biosphere and dangerous creatures and enemies who come at you in waves and can be overwhelming even with the ability to set the game difficulty.
Outriders is setup to be played with a party of characters and much has been made of the rough launch for the game which included server issues, cross-play problems, missing HUD Displays, and such hampered gamers. I was able to connect with a player I found in the forums for the game and he helped me through some battles that I could not figure out how anyone could be expected to complete on their own at the skill level they originated at.
Players can randomly join a party but did not have a clue where they would be in the story progress or how many were in a party, but it was very easy to resume a campaign where I left off should the party I joined be further ahead of or back of where I wished to be.
I did jump into a game that is done randomly and was able to get some higher-level gear and weapons which helped when I returned to my campaign, but in time I again found myself in need of help. One player had issues with getting in my game and then being booted as an example. The HUD display would vanish often which required a return to the lobby, sometimes multiple trips; to get it back. While it seems like no big deal and I worked my way through at times without it; not being able to see a mini-map, health, and if your powers were recharged does make it difficult.
The game offers lavish locales from snow-covered mountains to a jungle, desert, temples, and more. The enemies can be very challenging as I found the ones with guns to be easier at times than the wildlife which came in waves and could take all I had to bring down.
The graphics of the game are solid and the combat mechanics reminded me of a mix of Gears of War and The Division series as from a third-person perspective; players could take cover and shoot from a shelter, or wade on into the oncoming enemies and use the vast arsenal of pistols, machine guns, shotguns, and sniper rifles to win the day.
The numerous cut scenes dive the story forward and upon completion of the story; there is a mode where players can work to retrieve items. It was humbling to have weapons that reduced powerful enemies to mush do little more than annoy the enemies I encountered as it was clear that this mode was best suited for advanced gamers in a party.
A new patch arrived yesterday which seemed to resolve the issues I had with matchmaking, server connections, and the missing heads-up display. I was able to match up with another player where I was in the game and the two of us powered through the main missions as well as some side missions to complete the game. We did not have any in-game chat/communication but we were able to work well as a team. I would suggest using Discord or a similar service if you are looking to play with friends on PC or chat with console users.
While the launch was rough due to the numerous issues; they were addressed and the final result once patched is a deeply enjoyable action game that provides plenty of fun and challenges. Some may say waves of wildlife and enemies may become repetitive but the vast array of them as well as the varied locales, weapons, and powers had me hooked from start to finish.
I was a big fan of People Can Fly’s Bulletstorm game and have longed for a sequel ever since that game arrived. Here is hoping that Outriders will become a new franchise and we will see more content in the not too distant future.
Purple Phoenix Games (2266 KP) rated Labyrinthos in Tabletop Games
Feb 10, 2021
Greek mythology has always fascinated me. The adventures are awesome, the heroes are mighty, and the creatures are awe-inspiring. I often wonder what it would have been like to live in those ancient times, hearing those stories firsthand, and experiencing the excitement associated with such feats. Well, I may not have a time machine. But I do have a board game table. And on it is Labyrinthos.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
Purple Phoenix Games (2266 KP) rated Sheepy Time in Tabletop Games
May 27, 2021
Have you ever had trouble falling asleep? One method that supposedly helps lull you into a gentle slumber is counting sheep – imagine sheep prancing across a field and jumping over a fence. What seems like a simple and mundane task to us is actually a full-time job for these Dream Sheep! So put on your PJ’s, lace up your slippers (?), and clock in for a night of fence-jumping, all while avoiding the spooky Nightmares that will try to scare you awake!
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
Purple Phoenix Games (2266 KP) rated The Imposter Kings in Tabletop Games
May 1, 2021
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading 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. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
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. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
Purple Phoenix Games (2266 KP) rated Big Easy Busking in Tabletop Games
Sep 15, 2020
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Purple Phoenix Games (2266 KP) rated Asator in Tabletop Games
Oct 20, 2020
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…