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Purple Phoenix Games (2266 KP) rated Five Tribes in Tabletop Games
Jun 21, 2019 (Updated Dec 17, 2019)
The Sultan of Naqala has ruled for many years, keeping the city prosperous and living in peace. Comprised of five different tribes, all inhabitants work and live together in harmony. But now the Sultan has died, and word of his passing has traveled far and wide – a magnificent city without a ruler? Who could pass that up? You make your way to Naqala to put in a bid for the throne, but others have heard the news and shown up with your same idea! Can you use your wit and devise a strategy to manipulate the tribes to your benefit? Or will a competitor undermine your attempts and win the tribes over to their side? Only one can be victorious – to whom will the tribes show preference? Play Five Tribes to find out!
DISCLAIMER: There are several expansions for this game. Though we have them in our collection, for this review we are only using the base game. Should we decide to review the expansions in the future we will add that information here or link to the full review. -T
Five Tribes is a game of area control, auction/bidding, card drafting, and set collection with a modular board. At the beginning of each round, players bid coins to determine turn order – the higher you bid, the earlier you get to go in the round. On your turn, you will select a tile, pick up all the meeples on it, and move them around the board – dropping only one on each subsequent tile, a la Mancala mechanic. There are strict rules regarding meeple movement and placement, so strategy is key in deciding the best path to VPs each turn. When you place your final meeple on a tile, take all meeples of that same color from the tile into your hand. If that completely clears the tile, place one of your camels on it to indicate that it is under your control. Each meeple color represents a different tribe, and each tribe grants the player certain powers when collected – i.e. gathering resources, gaining gold, or invoking Djinn powers. After you use your meeple power, you also have the opportunity to use the power of your ending tile, whether it is under your control or not. The game ends when a player has placed their final camel, or if there are no more legal moves to be made. VPs are tallied, and the player with the highest score wins!
As a kid, I played Mancala A LOT. I’m not entirely sure why. I learned it at school, caught the bug, and started playing it a ton at home too. Five Tribes takes Mancala and makes it 1000x better. The pick-up-and-drop mechanic is integral to the game, but there is so much strategy required that you will never be bored playing Five Tribes. You have to follow movement/placement rules, you have to figure out what meeple power you’d like to use on a given turn, you also have to decide if there’s a certain tile power you need – all while the board is constantly changing between each player’s turn. That’s why bidding for turn order can be so important! If you see a move that will earn you tons of VP, are you willing to spend your hard-earned gold (VP) to ensure that you can make that move? Or are you content with saving your gold and capitalizing on opportunities that may be presented later in the round? The board is constantly changing, and your strategy must follow suit if you are to have any hope of winning! There is no single strategy for a guaranteed win every game, and that keeps Five Tribes refreshingly fun and engaging.
The one negative I have about Five Tribes is that there is kind of a learning curve to this game. There are so many moving elements, different iconography, and special powers that it can be overwhelming for a new player. After a couple of plays, it is easier to remember the intricacies of the game, but at first it can be kind of daunting. Not a huge negative, just something to keep in mind when pulling it out for newer players!
Overall, I love Five Tribes. The gameplay is engaging, the strategic options are diverse and seemingly limitless, and the components are awesome quality. I only just got this game for Christmas last year, but it’s making its way up the ranks in my list of favorite games! If you haven’t already, give this game a try – there’s more to it than meets the eye! Purple Phoenix Games gives Five Tribes a fantastic 21 / 24.
DISCLAIMER: There are several expansions for this game. Though we have them in our collection, for this review we are only using the base game. Should we decide to review the expansions in the future we will add that information here or link to the full review. -T
Five Tribes is a game of area control, auction/bidding, card drafting, and set collection with a modular board. At the beginning of each round, players bid coins to determine turn order – the higher you bid, the earlier you get to go in the round. On your turn, you will select a tile, pick up all the meeples on it, and move them around the board – dropping only one on each subsequent tile, a la Mancala mechanic. There are strict rules regarding meeple movement and placement, so strategy is key in deciding the best path to VPs each turn. When you place your final meeple on a tile, take all meeples of that same color from the tile into your hand. If that completely clears the tile, place one of your camels on it to indicate that it is under your control. Each meeple color represents a different tribe, and each tribe grants the player certain powers when collected – i.e. gathering resources, gaining gold, or invoking Djinn powers. After you use your meeple power, you also have the opportunity to use the power of your ending tile, whether it is under your control or not. The game ends when a player has placed their final camel, or if there are no more legal moves to be made. VPs are tallied, and the player with the highest score wins!
As a kid, I played Mancala A LOT. I’m not entirely sure why. I learned it at school, caught the bug, and started playing it a ton at home too. Five Tribes takes Mancala and makes it 1000x better. The pick-up-and-drop mechanic is integral to the game, but there is so much strategy required that you will never be bored playing Five Tribes. You have to follow movement/placement rules, you have to figure out what meeple power you’d like to use on a given turn, you also have to decide if there’s a certain tile power you need – all while the board is constantly changing between each player’s turn. That’s why bidding for turn order can be so important! If you see a move that will earn you tons of VP, are you willing to spend your hard-earned gold (VP) to ensure that you can make that move? Or are you content with saving your gold and capitalizing on opportunities that may be presented later in the round? The board is constantly changing, and your strategy must follow suit if you are to have any hope of winning! There is no single strategy for a guaranteed win every game, and that keeps Five Tribes refreshingly fun and engaging.
The one negative I have about Five Tribes is that there is kind of a learning curve to this game. There are so many moving elements, different iconography, and special powers that it can be overwhelming for a new player. After a couple of plays, it is easier to remember the intricacies of the game, but at first it can be kind of daunting. Not a huge negative, just something to keep in mind when pulling it out for newer players!
Overall, I love Five Tribes. The gameplay is engaging, the strategic options are diverse and seemingly limitless, and the components are awesome quality. I only just got this game for Christmas last year, but it’s making its way up the ranks in my list of favorite games! If you haven’t already, give this game a try – there’s more to it than meets the eye! Purple Phoenix Games gives Five Tribes a fantastic 21 / 24.

Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.

Purple Phoenix Games (2266 KP) rated Beatdown: Streets of Justice in Tabletop Games
Nov 12, 2019
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?
Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.
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, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!
Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.
After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.
Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.
Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.
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, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!
Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.
After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.
Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.
Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.

Purple Phoenix Games (2266 KP) rated Wicked & Wise in Tabletop Games
Jul 20, 2021
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.

Purple Phoenix Games (2266 KP) rated Arcane Arena in Tabletop Games
Jan 23, 2021
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!

Purple Phoenix Games (2266 KP) rated Journey of the Emperor in Tabletop Games
Jun 13, 2019
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.
We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.
So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.
On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!
While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…
Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.
DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.
This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.
So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.
On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!
While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…
Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.
DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.
This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.

Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.

Kirk Bage (1775 KP) rated The Lighthouse (2019) in Movies
Jan 22, 2021
Robert Eggers made a striking introduction for himself in 2015 with the moody and disconcerting The Witch, bringing a future star to the world’s attention in Anya Taylor-Joy in the process. You could argue after seeing his sophomore effort, The Lighthouse, that in terms of creating deliberately nauseating landscapes his work is the third cog in the arthouse revival of intellectual “horror”, after Ari Aster (Hereditary / Midsommar) and Jordan Peele (Get Out / Us). The group actually sits quite well together, as there is an obvious social commentary by metaphor crossover going on here, as well as just a little bit of “crazy”.
The point of difference up front with Eggars seems to be an earthiness. He likes dirt, and straw and rain and holes in the ground, and a sense of temperature in a scene (usually very cold). He also loves to frame an image and hold it there simply for the bizarre beauty of it, much as David Lynch has done unapologetically and without explanation his whole career.
As perfect as Tayor-Joy was in The Witch for her innocent otherworldly qualities, so Willem Dafoe is also as a craggy, sweaty-toothed old man of the sea in this. Whatever else you take, or don’t take from The Lighthouse, it is hard to deny the absolute cinematic purity of Dafoe’s face! It alone will guarantee this film’s cult status (and his) forever. And I do mean forever; the very best images of this film are worthy to be frozen, framed and wondered at alongside the most enduring black and white iconography in the entire history of the art form. And most often the best images involve Dafoe.
He is just so damn interesting to look at, all the time, no matter what. His range as an actor over the years just gets more and more impressive the more you think about it. He is capable of being heartbreakingly vulnerable and tender, but can also be terrifying on demand. His streak of dark humour can not be underestimated either – consider the genius of his introduction here, where the simple touch of his pipe being upside down tells you everything you need to know about this man and where this film is going.
Except, we don’t know where it is going. Ever. It is a very odd experience in terms of a satisfying narrative. It never seems to settle or fit into a genre comfortably, which is fine if all elements sublimate magically, but I don’t think they quite do. Is it a horror, a comedy, a psychological thriller, a study of loneliness and isolation, a metaphor for… something? The closest I can get is to say it is as if Lynch remade Young Frankenstein with just Igor and Dr Frankenstein, at a lighthouse, but forgot to make it funny or cohere into a real story. Of course, the things that I am reaching for as shortcomings may be exactly what others see as strengths. There is something to be said for being taken on a journey you can’t define or easily explain.
Quite often on this journey we are teased and fed details that seem to go nowhere, and avenues that may have proved interesting to explore are closed with a bang, in favour of another drinking scene and another fight – which are great the first few times, but become repetitive to a baffling degree later on. Mythology and dreams of the sea are played with, but also not fully approached; we are only given brief flashes of Mermaids and Krakens, nightmares and visions only, before returning to the mundanity and drudgery of the job of a lighthouse keeper. You are often left wondering who is going more mad, the men in the film or you watching it. I definitely recommend the best way to watch this is a little or a lot drunk, very late at night… it demands it, somehow.
It is difficult for all these reasons to say with any true certainty then, after just one viewing, if I think it is any good… I don’t know yet, I will have to watch it again some time to find out, is my best answer. For sure the photography is 100% first rate and instantly unforgettable – Jarin Blaschke was deservedly Oscar nominated for the extremely fine work – and the design and feel of the whole thing is quite masterful. I really want to like it more than I do, and perhaps if I was still in my wide-eyed twenties I would be enthusing about it endlessly, but now… I can see a touch of the Emperor’s new clothes about it, so am cautious of praising it too much.
One other element that is impressive, however, that I have yet to touch on, is the continued rise of Mr Robert Pattinson as an actor of serious note. As I have already touched on recently in other reviews, I did not see this coming, that it would be him that I was naming as one of the most promising talents of his age group working in film today! But you just can’t deny his versatility and understanding of genre and character. He puts in another very solid effort here, full of interesting choices and nuance; he is certainly an exciting prospect for the decade ahead.
In summary. See it. Unless you absolutely hate things that don’t tie the strings up nice and neatly, and decide for yourself. Some people will hate it, and I get that. It is a film-lovers film, for sure. Mesmerising and Meticulous, as one critic put it. Admire it for the craft involved, and experience it with an open mind. Just don’t go in expecting traditional horror, or traditional drama, or traditional comedy, or even traditional surrealism… The Lighthouse, for all it’s debatable flaws is unique! I suggest you let it be that way by not over-reaching to define it.
The point of difference up front with Eggars seems to be an earthiness. He likes dirt, and straw and rain and holes in the ground, and a sense of temperature in a scene (usually very cold). He also loves to frame an image and hold it there simply for the bizarre beauty of it, much as David Lynch has done unapologetically and without explanation his whole career.
As perfect as Tayor-Joy was in The Witch for her innocent otherworldly qualities, so Willem Dafoe is also as a craggy, sweaty-toothed old man of the sea in this. Whatever else you take, or don’t take from The Lighthouse, it is hard to deny the absolute cinematic purity of Dafoe’s face! It alone will guarantee this film’s cult status (and his) forever. And I do mean forever; the very best images of this film are worthy to be frozen, framed and wondered at alongside the most enduring black and white iconography in the entire history of the art form. And most often the best images involve Dafoe.
He is just so damn interesting to look at, all the time, no matter what. His range as an actor over the years just gets more and more impressive the more you think about it. He is capable of being heartbreakingly vulnerable and tender, but can also be terrifying on demand. His streak of dark humour can not be underestimated either – consider the genius of his introduction here, where the simple touch of his pipe being upside down tells you everything you need to know about this man and where this film is going.
Except, we don’t know where it is going. Ever. It is a very odd experience in terms of a satisfying narrative. It never seems to settle or fit into a genre comfortably, which is fine if all elements sublimate magically, but I don’t think they quite do. Is it a horror, a comedy, a psychological thriller, a study of loneliness and isolation, a metaphor for… something? The closest I can get is to say it is as if Lynch remade Young Frankenstein with just Igor and Dr Frankenstein, at a lighthouse, but forgot to make it funny or cohere into a real story. Of course, the things that I am reaching for as shortcomings may be exactly what others see as strengths. There is something to be said for being taken on a journey you can’t define or easily explain.
Quite often on this journey we are teased and fed details that seem to go nowhere, and avenues that may have proved interesting to explore are closed with a bang, in favour of another drinking scene and another fight – which are great the first few times, but become repetitive to a baffling degree later on. Mythology and dreams of the sea are played with, but also not fully approached; we are only given brief flashes of Mermaids and Krakens, nightmares and visions only, before returning to the mundanity and drudgery of the job of a lighthouse keeper. You are often left wondering who is going more mad, the men in the film or you watching it. I definitely recommend the best way to watch this is a little or a lot drunk, very late at night… it demands it, somehow.
It is difficult for all these reasons to say with any true certainty then, after just one viewing, if I think it is any good… I don’t know yet, I will have to watch it again some time to find out, is my best answer. For sure the photography is 100% first rate and instantly unforgettable – Jarin Blaschke was deservedly Oscar nominated for the extremely fine work – and the design and feel of the whole thing is quite masterful. I really want to like it more than I do, and perhaps if I was still in my wide-eyed twenties I would be enthusing about it endlessly, but now… I can see a touch of the Emperor’s new clothes about it, so am cautious of praising it too much.
One other element that is impressive, however, that I have yet to touch on, is the continued rise of Mr Robert Pattinson as an actor of serious note. As I have already touched on recently in other reviews, I did not see this coming, that it would be him that I was naming as one of the most promising talents of his age group working in film today! But you just can’t deny his versatility and understanding of genre and character. He puts in another very solid effort here, full of interesting choices and nuance; he is certainly an exciting prospect for the decade ahead.
In summary. See it. Unless you absolutely hate things that don’t tie the strings up nice and neatly, and decide for yourself. Some people will hate it, and I get that. It is a film-lovers film, for sure. Mesmerising and Meticulous, as one critic put it. Admire it for the craft involved, and experience it with an open mind. Just don’t go in expecting traditional horror, or traditional drama, or traditional comedy, or even traditional surrealism… The Lighthouse, for all it’s debatable flaws is unique! I suggest you let it be that way by not over-reaching to define it.

Purple Phoenix Games (2266 KP) rated It's a Wonderful World in Tabletop Games
Oct 30, 2021
When choosing board games to either play or purchase, how much importance should one put on box cover art? It is important to ME, but I lump that all in with the components and art/art style of the whole package. Why do I bring this up in the intro today? Well, I have to admit that I had really not had any interest in checking out It’s a Wonderful World until now because I judged the game by its cover, and the cover art told my brain that this would be some type of wargame. I am not entirely sure how I connected the two, but I did, and it turned me off right away. But! I was able to get this played at a local board game lounge, and boy was I wrong.
It’s a Wonderful World is a card drafting, economic, civilization building game with variable player powers (with a dash of campaign mode sprinkled on top). In it, players are attempting to build their civilization faster and better than their competitors. However, for this review, I will be playing the vanilla non-scenario solo mode.
DISCLAIMER: I was able to play this and several other games at The Table in Cookeville, TN. If you are ever in the neighborhood, check them out, and tell Nathaniel that I say hello.
To setup, put together the main board and place the round marker on Round 1. Lay out all the resources on their specific places upon the board and shuffle the deck of cards. Deal out eight stacks of five cards each and place them as mini-decks somewhere on the table. Choose a starting civilization (or just randomly choose one). The solo game is ready to play!
Typically, It’s a Wonderful World is a card drafting game, a la 7 Wonders, where players choose one card from the deck passed to them and pass it along to the next player until all cards have been drafted. In the solo mode, however, the player chooses one of the face-down mini-decks as their starting hand. Upon viewing the cards, the player may choose to place any or all of them in their Construction Area, or discard the cards for their Recycle Bonus (typically a type of resource), and/or discard two card from the mini-deck to draw five cards from the top of the main deck. From these drawn cards, the player may choose one to keep and discard all others. The kept card may be placed into the Construction Area or discarded for its Recycle Bonus resource.
Cards placed in the Construction Area require resources to be earned and placed on them in order to complete its build process. Each round the player will receive resources based on which cards have been built and placed above their starting civ card. Some cards, once completely built, will also offer more VP at game end, or supply a VP modifier.
After the first mini-deck has been played completely, the player will choose a second mini-deck and run through the same process. After this second mini-deck has been completed the round ends and play moves to the next round. Play continues in this fashion until all four rounds have been played (so all eight mini-decks). At game end the player counts up all their VP and compares it to the table in the rulebook to arrive at their final tier. My first game resulted in the rulebook calling me a Rooky. So be prepared to be humiliated by a rulebook.
Components. Aside from being bamboozled by the aggressive artwork on the cover, this is not a wargame. In fact, I very much like the artwork and the styling of this game. The cards are all laid out very well, and the iconography makes sense. The resource cubes are translucent colored (except the grayish white is opaque) and are fine quality. Overall the components are great and the art style has grown on me quite a bit.
I can see why so many people compare this to 7 Wonders. Essentially, the multiplayer game is quite similar. Card drafts (of 7 cards, no less) lead to needing resources in order to build, lead to being able to produce more resources to fuel other cards, and bonus points are awarded for having a nice card profile. Now, this being a solo review, I have to say that I much prefer It’s a Wonderful World to its forefather 7 Wonders because it comes packaged with a solo mode already in the box. This isn’t the only reason I prefer it, though. I find it easier to pick up and easier to teach to beginning gamers. Also, there is no card chaining, which seems to be a difficult concept for newer gamers to grasp initially. It’s a Wonderful World has nothing like this, and cards just work. 7 Wonders has been such a hit with my family, and I know they will greatly appreciate a more streamlined game experience with this one.
So here’s my recommendation with this one. If you are a fan of 7 Wonders but find it to be difficult to get others into it, check out It’s a Wonderful World. I feel that it is superior in many ways, and the solo mode is just icing. The solo mode gives me a great play experience, even though I typically am not a fan of games challenging you to beat your own high score. I will live with it here because the game is just so enjoyable. While 7 Wonders was my favorite game of all time for quite a while, it has since dropped out of my Top 10, and I think will be replaced entirely by It’s a Wonderful World. If your tastes are similar to mine, then do yourself a big favor and grab a copy of this one right away. It has several expansions out there, and I believe you will fall in love with drafting again. Now, where did I put my Wind Turbines…
It’s a Wonderful World is a card drafting, economic, civilization building game with variable player powers (with a dash of campaign mode sprinkled on top). In it, players are attempting to build their civilization faster and better than their competitors. However, for this review, I will be playing the vanilla non-scenario solo mode.
DISCLAIMER: I was able to play this and several other games at The Table in Cookeville, TN. If you are ever in the neighborhood, check them out, and tell Nathaniel that I say hello.
To setup, put together the main board and place the round marker on Round 1. Lay out all the resources on their specific places upon the board and shuffle the deck of cards. Deal out eight stacks of five cards each and place them as mini-decks somewhere on the table. Choose a starting civilization (or just randomly choose one). The solo game is ready to play!
Typically, It’s a Wonderful World is a card drafting game, a la 7 Wonders, where players choose one card from the deck passed to them and pass it along to the next player until all cards have been drafted. In the solo mode, however, the player chooses one of the face-down mini-decks as their starting hand. Upon viewing the cards, the player may choose to place any or all of them in their Construction Area, or discard the cards for their Recycle Bonus (typically a type of resource), and/or discard two card from the mini-deck to draw five cards from the top of the main deck. From these drawn cards, the player may choose one to keep and discard all others. The kept card may be placed into the Construction Area or discarded for its Recycle Bonus resource.
Cards placed in the Construction Area require resources to be earned and placed on them in order to complete its build process. Each round the player will receive resources based on which cards have been built and placed above their starting civ card. Some cards, once completely built, will also offer more VP at game end, or supply a VP modifier.
After the first mini-deck has been played completely, the player will choose a second mini-deck and run through the same process. After this second mini-deck has been completed the round ends and play moves to the next round. Play continues in this fashion until all four rounds have been played (so all eight mini-decks). At game end the player counts up all their VP and compares it to the table in the rulebook to arrive at their final tier. My first game resulted in the rulebook calling me a Rooky. So be prepared to be humiliated by a rulebook.
Components. Aside from being bamboozled by the aggressive artwork on the cover, this is not a wargame. In fact, I very much like the artwork and the styling of this game. The cards are all laid out very well, and the iconography makes sense. The resource cubes are translucent colored (except the grayish white is opaque) and are fine quality. Overall the components are great and the art style has grown on me quite a bit.
I can see why so many people compare this to 7 Wonders. Essentially, the multiplayer game is quite similar. Card drafts (of 7 cards, no less) lead to needing resources in order to build, lead to being able to produce more resources to fuel other cards, and bonus points are awarded for having a nice card profile. Now, this being a solo review, I have to say that I much prefer It’s a Wonderful World to its forefather 7 Wonders because it comes packaged with a solo mode already in the box. This isn’t the only reason I prefer it, though. I find it easier to pick up and easier to teach to beginning gamers. Also, there is no card chaining, which seems to be a difficult concept for newer gamers to grasp initially. It’s a Wonderful World has nothing like this, and cards just work. 7 Wonders has been such a hit with my family, and I know they will greatly appreciate a more streamlined game experience with this one.
So here’s my recommendation with this one. If you are a fan of 7 Wonders but find it to be difficult to get others into it, check out It’s a Wonderful World. I feel that it is superior in many ways, and the solo mode is just icing. The solo mode gives me a great play experience, even though I typically am not a fan of games challenging you to beat your own high score. I will live with it here because the game is just so enjoyable. While 7 Wonders was my favorite game of all time for quite a while, it has since dropped out of my Top 10, and I think will be replaced entirely by It’s a Wonderful World. If your tastes are similar to mine, then do yourself a big favor and grab a copy of this one right away. It has several expansions out there, and I believe you will fall in love with drafting again. Now, where did I put my Wind Turbines…

Purple Phoenix Games (2266 KP) rated Niche in Tabletop Games
Mar 3, 2021
I have a gamer confession to make and I am not sure how it will be received. Perhaps it isn’t a gamer confession at all. I will let you be the judge. I am not a fan of Sudoku. There! I said it, and I stand by it. I find it tedious and far too intelligent a game for me. However, if someone would just dumb it down enough for me to get it, I may actually enjoy it. Oh wait, Andy Hopwood did that for me already? Hot dog!
Niche is a puzzly abstracty Sudoku-y card sheddy game for two to seven players that can be played in as few as 10 minutes. In it players attempt to shed their hand and score the most points by adding cards to established lines of cards. As with most of Andy Hopwood’s games, though, there is a twist.
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 the dealer will shuffle the deck and, well, deal out seven cards to each player. The cards not dealt form a deck and from this deck a starter card is flipped to the table. Setup is complete and the game may now begin!
On a turn each player will need to perform three steps: Select, Place, Score. When Selecting a card from their hand the player will need to observe the last played card. This card will essentially inform the player of what CANNOT be played. For example (per the photo above), if a yellow triangle was just played, then the next card played can be NEITHER yellow nor a triangle. So from their hand the active player will select a group of cards that can be played this turn and choose one to add adjacently to the most recently played card.
The player then must Place their card such that they do not add the same card to the line that already exists within the line. For an example here (per the photo below), the most recently played card is a blue circle. In hand are two blue squares, a yellow square, and a red square. As the previous card is blue the only choices left are the yellow and red square. However, the card played previous to the blue circle was a yellow square, so that leaves our player with only one choice: the red square connected to the blue circle. Now, the player could actually use the yellow square, but would need to place it below the blue circle forming the beginning of a new line. I will explain why that is a less strategic play.
When players perform the third step in a turn, Scoring, they will count up all cards in the lines extended by their card, both vertically and horizontally. In our previous example the red square continues a line of two cards so their score for that placement is three. Should they place the yellow square below they will only score two as they have added onto only one card. Fans of Azul will be familiar with this scoring system. Players are expected to keep track of their own scores each turn.
Should a player not have any legal plays using cards in their hand they must pass, and await their next turn. Play continues in this manner of players performing these three steps in a turn until a player sheds their entire hand of cards. All other players will have one more chance to play one card to score points. Players add up all the points they have scored throughout the game and the player with the most points is the winner!
Components. This is a deck of cards in a tuckbox. The cards are all fine quality, and the iconography could not be much clearer. I have zero qualms with the components here.
Gameplay is super quick and puzzly, with a great weight for its type of game. This will not be a centerpiece title of the game night, but will offer filler style gameplay for gamers mulling about or waiting for the next game to begin. I enjoy the simplicity of the rules coupled with the puzzly and thinky nature of each turn. Obviously the name of the game is scoring points, so you want to add to an already-long line instead of having to begin a new off-shoot somewhere, but it is near impossible to anticipate what other players will place on their turns. Therefore, more strategic players will find either solace or frustration from the more tactical style of play here.
I do want to mention that this game was originally designed for an event benefiting The Foundation for Conductive Education in the UK. Quote taken from the BGG profile for Niche: “The game aims to promote and support The Foundation for Conductive Education. This method works with children and adults who have conditions such as Cerebral Palsy, Stroke, M.S. or Parkinsons, helping them to lead more independent lives.” I know this organization holds a special place in the designer’s heart and I just wanted to take a moment to give a shout-out to this amazing organization and this amazing person who created a game for the benefit of others. I applaud both entities, and hope for much success.
That said, Niche is a game that can be played with any type of gamer in almost any situation. It takes up little table space (at most nine cards in a line) and is rules-light. Purple Phoenix Games gives this one an extended 8 / 12. If you are a fan of Sudoku and would like to explore a little card game that gives this reviewer the same vibe (but infinitely more fun) then I urge you to grab a copy of Niche. Not only will you be purchasing a good little game, but your purchase also goes toward furthering an organization that is doing very important work in the UK. And if you would like to feel very smart, play Niche with me sometime and watch me struggle to play the right card.
Niche is a puzzly abstracty Sudoku-y card sheddy game for two to seven players that can be played in as few as 10 minutes. In it players attempt to shed their hand and score the most points by adding cards to established lines of cards. As with most of Andy Hopwood’s games, though, there is a twist.
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 the dealer will shuffle the deck and, well, deal out seven cards to each player. The cards not dealt form a deck and from this deck a starter card is flipped to the table. Setup is complete and the game may now begin!
On a turn each player will need to perform three steps: Select, Place, Score. When Selecting a card from their hand the player will need to observe the last played card. This card will essentially inform the player of what CANNOT be played. For example (per the photo above), if a yellow triangle was just played, then the next card played can be NEITHER yellow nor a triangle. So from their hand the active player will select a group of cards that can be played this turn and choose one to add adjacently to the most recently played card.
The player then must Place their card such that they do not add the same card to the line that already exists within the line. For an example here (per the photo below), the most recently played card is a blue circle. In hand are two blue squares, a yellow square, and a red square. As the previous card is blue the only choices left are the yellow and red square. However, the card played previous to the blue circle was a yellow square, so that leaves our player with only one choice: the red square connected to the blue circle. Now, the player could actually use the yellow square, but would need to place it below the blue circle forming the beginning of a new line. I will explain why that is a less strategic play.
When players perform the third step in a turn, Scoring, they will count up all cards in the lines extended by their card, both vertically and horizontally. In our previous example the red square continues a line of two cards so their score for that placement is three. Should they place the yellow square below they will only score two as they have added onto only one card. Fans of Azul will be familiar with this scoring system. Players are expected to keep track of their own scores each turn.
Should a player not have any legal plays using cards in their hand they must pass, and await their next turn. Play continues in this manner of players performing these three steps in a turn until a player sheds their entire hand of cards. All other players will have one more chance to play one card to score points. Players add up all the points they have scored throughout the game and the player with the most points is the winner!
Components. This is a deck of cards in a tuckbox. The cards are all fine quality, and the iconography could not be much clearer. I have zero qualms with the components here.
Gameplay is super quick and puzzly, with a great weight for its type of game. This will not be a centerpiece title of the game night, but will offer filler style gameplay for gamers mulling about or waiting for the next game to begin. I enjoy the simplicity of the rules coupled with the puzzly and thinky nature of each turn. Obviously the name of the game is scoring points, so you want to add to an already-long line instead of having to begin a new off-shoot somewhere, but it is near impossible to anticipate what other players will place on their turns. Therefore, more strategic players will find either solace or frustration from the more tactical style of play here.
I do want to mention that this game was originally designed for an event benefiting The Foundation for Conductive Education in the UK. Quote taken from the BGG profile for Niche: “The game aims to promote and support The Foundation for Conductive Education. This method works with children and adults who have conditions such as Cerebral Palsy, Stroke, M.S. or Parkinsons, helping them to lead more independent lives.” I know this organization holds a special place in the designer’s heart and I just wanted to take a moment to give a shout-out to this amazing organization and this amazing person who created a game for the benefit of others. I applaud both entities, and hope for much success.
That said, Niche is a game that can be played with any type of gamer in almost any situation. It takes up little table space (at most nine cards in a line) and is rules-light. Purple Phoenix Games gives this one an extended 8 / 12. If you are a fan of Sudoku and would like to explore a little card game that gives this reviewer the same vibe (but infinitely more fun) then I urge you to grab a copy of Niche. Not only will you be purchasing a good little game, but your purchase also goes toward furthering an organization that is doing very important work in the UK. And if you would like to feel very smart, play Niche with me sometime and watch me struggle to play the right card.