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Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.

Purple Phoenix Games (2266 KP) rated Canvas in Tabletop Games
Feb 3, 2021
I do not have any natural talent for art. That doesn’t stop me from enjoying it, though! Whether it’s coloring, painting, or crafting, I like to let my artistic side run free. So imagine my surprise as I was perusing Kickstarter one day and happened upon Canvas. A game about ‘painting’ and creating unique, brilliant, and one-of-a-kind pieces of artwork, all without having to worry about my lack of actual artistic talent?? I was immediately sold! Now that I have the game in hand and have gotten the opportunity to play it, will it withstand the test of time, like a classic masterpiece?
Canvas is a game of card drafting and set collection in which players are trying to layer their cards to create unique pieces of artwork that will earn them Ribbons (VP) at the local art festival. To begin, set up the canvas mat, 4 random Scoring Cards, Ribbon tokens, and Art cards in their corresponding locations in the play area. Each player receives 3 sleeved Background cards and 4 Inspiration tokens. Select a starting player, and the game is ready to begin!
Playing over a series of rounds, players will take turns either Taking an Art Card or Completing a Painting. If you choose to Take an Art Card, you select an Art Card from the canvas mat and take it into your hand. The card furthest from the draw deck is free, but subsequent cards must be ‘purchased’ by spending Inspiration. Place 1 Inspiration token on every card preceding the one you take into hand. If you select an Art Card that has an Inspiration token on it, you collect that token for future use!
If you have at least 3 Art Cards, or a maximum of 5 Art Cards in hand, you must Complete a Painting. You will select 3 of your Art Cards to be sleeved with one of your starting Background cards. You may layer the Art Cards in any order you choose – but remember, only visible icons are used for scoring! Once you have Completed a Painting, you immediately score that piece. Compare the visible icons on your final painting to the Scoring Cards, taking any corresponding Ribbon tokens for successfully meeting their requirements. Play continues in this manner until all players have completed their 3 paintings. Players count up their cumulative scores from all paintings, and the player with the most points is the winner!
The gameplay seems simple enough, right? Yes! It is very straightforward since you only have 2 options for each turn. Either draft a card, or complete a painting. Teaching time is minimal and the gameplay can move quickly. But THAT is where the simplicity ends, my friends. The heart of Canvas is in its strategy. Each game has 4 random Scoring Cards, which define how you will earn points. And each transparent Art Card has a number of icons at the bottom that will affect how you resolve each Scoring Card. By layering your Art Cards, you will cover some icons, while letting others remain visible. The possibilities are truly endless when it comes to how to layer your cards, but are you clever enough to layer them for maximum points? Admittedly, the various layering possibilities coupled with 4 different Scoring Cards can lead to some analysis paralysis, as players try to figure out every combination they have to see what could earn the most points. But all in all, I have found the that the gameplay is never really at a standstill, because as one player is taking their turn, all others can be strategizing with their own cards.
Let’s talk about components. First off, I love the canvas mat – it really brings the theme to life and is good quality! The Art Cards are colorful and sturdy, and they really are clear enough to see even when layered upon each other. (I should say that I did remove the plastic film from the manufacturing process.) The Scoring and Background cards are nice, big, and easy to read and understand. My deluxe copy of Canvas has Wooden Ribbons and Inspiration tokens instead of the standard cardboard, and they are nice, chunky, and fun to play with. There are even 5 small wooden easels on which players can display their masterpieces! All in all, the deluxe components are great quality and really elevate the gameplay. AND the game box literally has a hole in the back so it can be hung on the wall, like a real piece of art! Such a creative and immersive approach to the game, that just puts a smile on my face.
If you’ve read this far in my review, I think you can tell that I really love Canvas. The theme is creative, the gameplay is simple, but extremely strategic, and the high quality components really make it feel deluxe. Is there anything I don’t like about it? Maybe that it makes my brain hurt sometimes when trying to figure out the best layering combo of my Art Cards. But seriously, this game is a new and unique twist on some of my favorite mechanics. Canvas is quickly making its way towards my Top 10 list, and this is one I will definitely be pulling out at game nights pretty often. Purple Phoenix Games gives this one an eccentric 11 / 12. Give it a shot, I don’t think you’ll be disappointed.
Canvas is a game of card drafting and set collection in which players are trying to layer their cards to create unique pieces of artwork that will earn them Ribbons (VP) at the local art festival. To begin, set up the canvas mat, 4 random Scoring Cards, Ribbon tokens, and Art cards in their corresponding locations in the play area. Each player receives 3 sleeved Background cards and 4 Inspiration tokens. Select a starting player, and the game is ready to begin!
Playing over a series of rounds, players will take turns either Taking an Art Card or Completing a Painting. If you choose to Take an Art Card, you select an Art Card from the canvas mat and take it into your hand. The card furthest from the draw deck is free, but subsequent cards must be ‘purchased’ by spending Inspiration. Place 1 Inspiration token on every card preceding the one you take into hand. If you select an Art Card that has an Inspiration token on it, you collect that token for future use!
If you have at least 3 Art Cards, or a maximum of 5 Art Cards in hand, you must Complete a Painting. You will select 3 of your Art Cards to be sleeved with one of your starting Background cards. You may layer the Art Cards in any order you choose – but remember, only visible icons are used for scoring! Once you have Completed a Painting, you immediately score that piece. Compare the visible icons on your final painting to the Scoring Cards, taking any corresponding Ribbon tokens for successfully meeting their requirements. Play continues in this manner until all players have completed their 3 paintings. Players count up their cumulative scores from all paintings, and the player with the most points is the winner!
The gameplay seems simple enough, right? Yes! It is very straightforward since you only have 2 options for each turn. Either draft a card, or complete a painting. Teaching time is minimal and the gameplay can move quickly. But THAT is where the simplicity ends, my friends. The heart of Canvas is in its strategy. Each game has 4 random Scoring Cards, which define how you will earn points. And each transparent Art Card has a number of icons at the bottom that will affect how you resolve each Scoring Card. By layering your Art Cards, you will cover some icons, while letting others remain visible. The possibilities are truly endless when it comes to how to layer your cards, but are you clever enough to layer them for maximum points? Admittedly, the various layering possibilities coupled with 4 different Scoring Cards can lead to some analysis paralysis, as players try to figure out every combination they have to see what could earn the most points. But all in all, I have found the that the gameplay is never really at a standstill, because as one player is taking their turn, all others can be strategizing with their own cards.
Let’s talk about components. First off, I love the canvas mat – it really brings the theme to life and is good quality! The Art Cards are colorful and sturdy, and they really are clear enough to see even when layered upon each other. (I should say that I did remove the plastic film from the manufacturing process.) The Scoring and Background cards are nice, big, and easy to read and understand. My deluxe copy of Canvas has Wooden Ribbons and Inspiration tokens instead of the standard cardboard, and they are nice, chunky, and fun to play with. There are even 5 small wooden easels on which players can display their masterpieces! All in all, the deluxe components are great quality and really elevate the gameplay. AND the game box literally has a hole in the back so it can be hung on the wall, like a real piece of art! Such a creative and immersive approach to the game, that just puts a smile on my face.
If you’ve read this far in my review, I think you can tell that I really love Canvas. The theme is creative, the gameplay is simple, but extremely strategic, and the high quality components really make it feel deluxe. Is there anything I don’t like about it? Maybe that it makes my brain hurt sometimes when trying to figure out the best layering combo of my Art Cards. But seriously, this game is a new and unique twist on some of my favorite mechanics. Canvas is quickly making its way towards my Top 10 list, and this is one I will definitely be pulling out at game nights pretty often. Purple Phoenix Games gives this one an eccentric 11 / 12. Give it a shot, I don’t think you’ll be disappointed.

Phillip McSween (751 KP) rated Creed (2015) in Movies
May 28, 2019
About More Than Just Punching...but the Punching is Good Too
Adonis Creed (Michael B. Jordan), son of former heavyweight champion Apollo Creed, looks to follow in his father’s footsteps and become a legend in his own right.
Acting: 10
The wheels of Creed don’t turn without a stellar performance from star Michael B. Jordan as Adonis. I love what he does with the character, moving with a humble grit and intensity that lets you know that this won’t just be another Rocky character. Tessa Thompson matches his sincerity with realness playing the role of Bianca, love interest of Adonis. She is sensational as Bianca with a smile that can light up a room and the chill attitude of an average person you might meet on the street. Of course Sylvester Stallone does what he does best playing the role that he was born to play in Rocky Balboa. He’s a little older and a little wiser, yet, at his core, Stallone captures the essence of the character we have grown to love over the last forty years.
Beginning: 6
Characters: 10
Cinematography/Visuals: 10
Conflict: 10
The conflict comes not just from the boxing matches, but in the knowing of Adonis trying to rise through the ranks. You see where he is at and rooting for where he ends up. The opponents he faces off against are more seasoned making it fun to watch Adonis’ progression as he continues to improve from the young punk that got knocked on his ass in the gym at the beginning of the movie. Watching the final matchup got me just as excited as when I watched Rocky take on the Russian.
Genre: 9
Almost as classic as the originals, Cinderella Man, or Raging Bull…but not quite. Those were movies that established the genre while this one transformed it. One of the absolute best in the realm of boxing.
Memorability: 10
The memorability comes in the journey. Despite being the son of a hall of fame boxer, Adonis doesn’t grow up with a silver spoon in his mouth. He has to really grind to get to a place of prominence and you get to be a part of that every single step of the way. Adonis has a dream that he can’t run from. From the first time you see him hit the mat to the thrilling conclusion, the movie is packed with memorable moments and a strong message about fighting for your dreams.
Pace: 10
The movie has enough in-the-ring action and training to keep the audience engaged. In between all of that awesomeness, it’s a treat watching the romance develop Adonis and Bianca as well. Creed never lingers too long in the “soft” spots. Before you know it the gloves are back on and we’re watching another showdown.
Plot: 10
Adonis has a dream that he can’t run from and the story doesn’t let him off the hook. I appreciated the unique spin on the “Father’s Foosteps” story. It’s not what you expect and it gives you yet another reason to root for Adonis. The story doesn’t have a ton of moving parts, but it does a fantastic job of doing a lot with a little.
Resolution: 10
Overall: 95
One of my favorite scenes in Creed is the first date between Adonis and Bianca. You hear about hopes and dreams and the obstacles that stand in the way. Watching these strar-crossed lovers succeed together drives the movie deeper than boxing. I hope this series continues to pack a punch for years to come.
Acting: 10
The wheels of Creed don’t turn without a stellar performance from star Michael B. Jordan as Adonis. I love what he does with the character, moving with a humble grit and intensity that lets you know that this won’t just be another Rocky character. Tessa Thompson matches his sincerity with realness playing the role of Bianca, love interest of Adonis. She is sensational as Bianca with a smile that can light up a room and the chill attitude of an average person you might meet on the street. Of course Sylvester Stallone does what he does best playing the role that he was born to play in Rocky Balboa. He’s a little older and a little wiser, yet, at his core, Stallone captures the essence of the character we have grown to love over the last forty years.
Beginning: 6
Characters: 10
Cinematography/Visuals: 10
Conflict: 10
The conflict comes not just from the boxing matches, but in the knowing of Adonis trying to rise through the ranks. You see where he is at and rooting for where he ends up. The opponents he faces off against are more seasoned making it fun to watch Adonis’ progression as he continues to improve from the young punk that got knocked on his ass in the gym at the beginning of the movie. Watching the final matchup got me just as excited as when I watched Rocky take on the Russian.
Genre: 9
Almost as classic as the originals, Cinderella Man, or Raging Bull…but not quite. Those were movies that established the genre while this one transformed it. One of the absolute best in the realm of boxing.
Memorability: 10
The memorability comes in the journey. Despite being the son of a hall of fame boxer, Adonis doesn’t grow up with a silver spoon in his mouth. He has to really grind to get to a place of prominence and you get to be a part of that every single step of the way. Adonis has a dream that he can’t run from. From the first time you see him hit the mat to the thrilling conclusion, the movie is packed with memorable moments and a strong message about fighting for your dreams.
Pace: 10
The movie has enough in-the-ring action and training to keep the audience engaged. In between all of that awesomeness, it’s a treat watching the romance develop Adonis and Bianca as well. Creed never lingers too long in the “soft” spots. Before you know it the gloves are back on and we’re watching another showdown.
Plot: 10
Adonis has a dream that he can’t run from and the story doesn’t let him off the hook. I appreciated the unique spin on the “Father’s Foosteps” story. It’s not what you expect and it gives you yet another reason to root for Adonis. The story doesn’t have a ton of moving parts, but it does a fantastic job of doing a lot with a little.
Resolution: 10
Overall: 95
One of my favorite scenes in Creed is the first date between Adonis and Bianca. You hear about hopes and dreams and the obstacles that stand in the way. Watching these strar-crossed lovers succeed together drives the movie deeper than boxing. I hope this series continues to pack a punch for years to come.

Connor Sheffield (293 KP) rated Assassin's Creed (2016) in Movies
May 4, 2017
Action sequences (4 more)
Cast
Practical and CGI effects
Plot
Highest free fall performed by a stuntman in almost 35 years.
Apple of Eden (1 more)
Not as much Past sequences as I'd like
Nothing is True...
Okay, so I have been a huge fan of the Assassin's Creed franchise since the beginning and have enjoyed, at least to some extent for certain ones, all of the games that have been released thus far. I was so excited for this movie once I heard it was being made and spent the years waiting, worrying. Videogame Movies have had nothing but a bad rep throughout the many years and this was one I was hoping did not fail, or at least not be a failure for me.
To give an example of what I mean, the Prince of Persia film was one I actually really enjoyed but to the world it was a flop and people despise it and dread to talk about it. Yes it's not as great as it could have been but neverless I enjoy what they tried to do with it. This film is both similar and yet different for me, because I didn't enjoy what they tried to do, I enjoyed what they did.
Though many will disagree with me I would like to at least get my view of the film across so that other might understand how someone can enjoy the film. So here it goes;
First of all Michael Fassbender is brilliant as both Callum Lynch and Aguilar de Nerha. As Callum he brilliantly portrays the anger, confusion, intrigue and then of course the characters progression into his focus and his determination to fully understand what it means to be an Assassin, not just in the past but in the present. As Aguilar we watch as Fassbender portrays to us his ancestral character as a much more skilled individual. Someone you can tell has been through years of intense training, has been taught to focus his mind on the task at hand and to understand that nothing is more important than his mission. Even if that means that people, no matter how close they are to him, must not be mourned in death until the mission is complete.
Other cast members such as Jeremy Irons and Marion Cotillard, are brilliant in their roles as their characters each have their own goals, and both require Callum Lynch, so their interactions together are shown in very different ways, although both are sincere.
The action in this movie is brilliant and is almost very reminiscent of the games themselves (the later games in the series at least, since the combat becomes more evolved and fluent compared to the first game/s). The actions of the Assassins such as the air assassination, the free running, the leap of faith and others, are exactly what I wanted to see in this film. The best part about them is that they are practical effects. The cast are actually free running, they are actually fighting, and doing somersaults (with the help of stunt doubles of course) and my favourite, the leap of faith is actually performed using a crane and a crash mat, by British gymnast and free runner Damien Walters. He free falls from the crane lift at 125 feet in the air, and in 3 seconds, he lands on the crash mat. This is actually the highest free fall performed by a stuntman in almost 35 years.
The connections to the games are beautifully blended into this new and refreshing plot that we haven't seen before. Everything from the different Assassin Insignias, to the leap of faith, the weapons, Abstergo Industries, and of course the Piece of Eden, is everything the fans wanted and possibly more. They even included a version of the Bleeding Effect that we haven't seen the likes of before, which I adored.
Probably my only issue with this film is the Apple of Eden, simply because, unlike the game, it doesn't do anything, except glow. The look of it is beautiful, just like all the other props and clothing in this film. However, when the orb is activated, there's simply some lights thrust out of it but it doesn't do anything besides show some pretty lights. In the game it can control minds, even break them and kill, or make someone run away in fear. Besides that, I have no real important issues with the film. The plot is, to me at least, brilliant and whilst there are some minor nit picks here and there, I love this film enough to not let them bother me. I saw this film twice in the cinema and would have gone a third time if I had the chance. Sadly I was too busy.
If you're a fan of the game franchise I highly recommend you give this film a chance. If you don't like it, like most people, then that's fair enough, but as I say about most films such as this, and comic book movies, give them a chance...you never know, you just might like it.
To give an example of what I mean, the Prince of Persia film was one I actually really enjoyed but to the world it was a flop and people despise it and dread to talk about it. Yes it's not as great as it could have been but neverless I enjoy what they tried to do with it. This film is both similar and yet different for me, because I didn't enjoy what they tried to do, I enjoyed what they did.
Though many will disagree with me I would like to at least get my view of the film across so that other might understand how someone can enjoy the film. So here it goes;
First of all Michael Fassbender is brilliant as both Callum Lynch and Aguilar de Nerha. As Callum he brilliantly portrays the anger, confusion, intrigue and then of course the characters progression into his focus and his determination to fully understand what it means to be an Assassin, not just in the past but in the present. As Aguilar we watch as Fassbender portrays to us his ancestral character as a much more skilled individual. Someone you can tell has been through years of intense training, has been taught to focus his mind on the task at hand and to understand that nothing is more important than his mission. Even if that means that people, no matter how close they are to him, must not be mourned in death until the mission is complete.
Other cast members such as Jeremy Irons and Marion Cotillard, are brilliant in their roles as their characters each have their own goals, and both require Callum Lynch, so their interactions together are shown in very different ways, although both are sincere.
The action in this movie is brilliant and is almost very reminiscent of the games themselves (the later games in the series at least, since the combat becomes more evolved and fluent compared to the first game/s). The actions of the Assassins such as the air assassination, the free running, the leap of faith and others, are exactly what I wanted to see in this film. The best part about them is that they are practical effects. The cast are actually free running, they are actually fighting, and doing somersaults (with the help of stunt doubles of course) and my favourite, the leap of faith is actually performed using a crane and a crash mat, by British gymnast and free runner Damien Walters. He free falls from the crane lift at 125 feet in the air, and in 3 seconds, he lands on the crash mat. This is actually the highest free fall performed by a stuntman in almost 35 years.
The connections to the games are beautifully blended into this new and refreshing plot that we haven't seen before. Everything from the different Assassin Insignias, to the leap of faith, the weapons, Abstergo Industries, and of course the Piece of Eden, is everything the fans wanted and possibly more. They even included a version of the Bleeding Effect that we haven't seen the likes of before, which I adored.
Probably my only issue with this film is the Apple of Eden, simply because, unlike the game, it doesn't do anything, except glow. The look of it is beautiful, just like all the other props and clothing in this film. However, when the orb is activated, there's simply some lights thrust out of it but it doesn't do anything besides show some pretty lights. In the game it can control minds, even break them and kill, or make someone run away in fear. Besides that, I have no real important issues with the film. The plot is, to me at least, brilliant and whilst there are some minor nit picks here and there, I love this film enough to not let them bother me. I saw this film twice in the cinema and would have gone a third time if I had the chance. Sadly I was too busy.
If you're a fan of the game franchise I highly recommend you give this film a chance. If you don't like it, like most people, then that's fair enough, but as I say about most films such as this, and comic book movies, give them a chance...you never know, you just might like it.

Purple Phoenix Games (2266 KP) rated Kingdoms of the Deep in Tabletop Games
Dec 26, 2020
Underwater-themed games are fast becoming some of my favorite to play. I have always enjoyed visiting aquariums (the Ripley’s Aquarium of the Smokies is by far the best I’ve seen) and I have owned many of my own tanks. So I have a soft spot. Couple a great theme with a great publisher and what do we get? A great game? Yep!
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.

Purple Phoenix Games (2266 KP) rated Tiny Epic Dinosaurs in Tabletop Games
Jul 13, 2021
Come on, we have all seen the Jurassic Park movies, or at least one of them. And let’s also admit that we think it would be pretty cool to work at a dinosaur theme park. However, when dino droppings hit the fan, we want it to happen on our off day. Welcome to Nondescript Dinosaur Theme Park Ranch, where we grow ’em, breed ’em, and sell them to the highest bidders!
Tiny Epic Dinosaurs (TEDinos) is the latest release in the Tiny Epic line from Gamelyn Games and is a worker placement game of dinosaur enclosure, husbandry, and contract fulfilling for up to four enterprising ranchers. Players will be acquiring dinosaurs and barriers, feeding them, breeding them, and attempting to fulfill public and private contracts for maximum VP gains.
DISCLAIMER: I will be presenting this as a Solo Chronicles, where I will be using the Solo Rules included in the TEDinos rulebook. Also, I will not be covering every rule, as there are just too many to describe, but will give a general flow and feeling of the game to help inform your purchasing decision. -T
To setup TEDinos, follow all setup rules in the rulebook until you have something that looks like the photo above. All of the setup, save a few steps, is exactly like setting up for a multiplayer game, and the solo player will be playing the game exactly as if it were multiplayer.
The game lasts six rounds and each round is comprised of seven phases. The phases contain actions to be taken like Collect Resources (plants, meat, and supply boxes), Assign Ranchers (the meat of the worker placement game where your rancheeples and Lead Tomvaseleeple will be placed on action spaces), Retrieve Ranchers (to use them again next round), Arrange Ranch (to place your dinos in different enclosures), Feed Dinosaurs (obvious), Breed Dinosaurs (every like pair of dinos make a like dino), Refresh for Next Round (resetting card stacks and offers).
Again, I won’t go into detail about these phases, but will detail how the solo game differs a bit from the multiplayer. The Rival Rancher (AI player) will be taking actions in the second phase of every round, Assign Ranchers, but will do it using a card deck specific to the Rival Rancher. Initially the Rival Rancher will be 1st Player, so they will play a card from their deck during Assign Ranchers that will claim all of the action spaces on one of the Action Mats and give them a dineeple. For the player, should they wish to claim a spot on the same Action Mat that the Rival Rancher is sitting on, it will count as a meeple being there, so the player will need to expend their Lead Rancher or two normal Ranchers to claim a space.
This simulates another player claiming a space prior to the player’s turn, and spaces are still available, but with the added challenge of holding the Rival Rancher’s meeple. Play continues in this fashion until the end of the sixth round where player and Rival Rancher alike will add up VP to determine the winner.
Components. Like all Tiny Epic games, there are a TON of components packed into a tiny box. That is both a great thing and a challenging thing. TEDinos takes up about half of my dining table when all setup and played. So it does sprawl a little. However, many of the components are very very small and for big oaf-hands, the pieces can be fragile and cumbersome. It looks great on the table as the color palette used is fantastic (especially against a purple play surface), and the art is superb. All the components are great quality, but the meeples suffer a bit as they are so small; my copy came with several dineeples being damaged or headless or tailless or legless. That doesn’t necessarily bother me too much so I won’t bellyache about it. All in all the components are what we now expect from the Tiny Epic line.
The solo gameplay is really good and really REALLY difficult. I feel that if you don’t go into the game with a strategy ready to go you will flounder and be overwhelmed by the prowess of the AI Rival Rancher. I was the first time and I thought I would never be able to even come close to winning. But, the more I play the more I recognize different tactics to use in-game to help benefit my ranch effectively. Each AI player can use a different mat that offers different AI strategies and those are found on the back of the normal multiplayer mats. This is a phenomenal idea and offers great replayability, even for the solo plays.
Though the solo rules of TEDinos allow the AI player to be super tough, I find this to be one of the best in the Tiny Epic line. Tiny Epic Galaxies may still be my favorite, but I think TEDinos might be right behind. I can’t wait until this dino dropping-like virus is eradicated so I can play with my homies again, because I will certainly be pulling this one out quite a bit. I keep a spreadsheet of all my games in order of preference, and I admit that TEDinos has easily whomped its way into my Top 100, but will it get to Top 10 Games of All Time along with Tiny Epic Galaxies? I don’t know. Want to play and find out where it lands with you? Pick up a copy and have at it!
PS – I’m not one to shout out to other reviewers usually, but if you get a chance, do check out the Watch It Played video of this one. Rodney does a great job (as always) and helped me clear up some questions I had after reading the rule book.
Tiny Epic Dinosaurs (TEDinos) is the latest release in the Tiny Epic line from Gamelyn Games and is a worker placement game of dinosaur enclosure, husbandry, and contract fulfilling for up to four enterprising ranchers. Players will be acquiring dinosaurs and barriers, feeding them, breeding them, and attempting to fulfill public and private contracts for maximum VP gains.
DISCLAIMER: I will be presenting this as a Solo Chronicles, where I will be using the Solo Rules included in the TEDinos rulebook. Also, I will not be covering every rule, as there are just too many to describe, but will give a general flow and feeling of the game to help inform your purchasing decision. -T
To setup TEDinos, follow all setup rules in the rulebook until you have something that looks like the photo above. All of the setup, save a few steps, is exactly like setting up for a multiplayer game, and the solo player will be playing the game exactly as if it were multiplayer.
The game lasts six rounds and each round is comprised of seven phases. The phases contain actions to be taken like Collect Resources (plants, meat, and supply boxes), Assign Ranchers (the meat of the worker placement game where your rancheeples and Lead Tomvaseleeple will be placed on action spaces), Retrieve Ranchers (to use them again next round), Arrange Ranch (to place your dinos in different enclosures), Feed Dinosaurs (obvious), Breed Dinosaurs (every like pair of dinos make a like dino), Refresh for Next Round (resetting card stacks and offers).
Again, I won’t go into detail about these phases, but will detail how the solo game differs a bit from the multiplayer. The Rival Rancher (AI player) will be taking actions in the second phase of every round, Assign Ranchers, but will do it using a card deck specific to the Rival Rancher. Initially the Rival Rancher will be 1st Player, so they will play a card from their deck during Assign Ranchers that will claim all of the action spaces on one of the Action Mats and give them a dineeple. For the player, should they wish to claim a spot on the same Action Mat that the Rival Rancher is sitting on, it will count as a meeple being there, so the player will need to expend their Lead Rancher or two normal Ranchers to claim a space.
This simulates another player claiming a space prior to the player’s turn, and spaces are still available, but with the added challenge of holding the Rival Rancher’s meeple. Play continues in this fashion until the end of the sixth round where player and Rival Rancher alike will add up VP to determine the winner.
Components. Like all Tiny Epic games, there are a TON of components packed into a tiny box. That is both a great thing and a challenging thing. TEDinos takes up about half of my dining table when all setup and played. So it does sprawl a little. However, many of the components are very very small and for big oaf-hands, the pieces can be fragile and cumbersome. It looks great on the table as the color palette used is fantastic (especially against a purple play surface), and the art is superb. All the components are great quality, but the meeples suffer a bit as they are so small; my copy came with several dineeples being damaged or headless or tailless or legless. That doesn’t necessarily bother me too much so I won’t bellyache about it. All in all the components are what we now expect from the Tiny Epic line.
The solo gameplay is really good and really REALLY difficult. I feel that if you don’t go into the game with a strategy ready to go you will flounder and be overwhelmed by the prowess of the AI Rival Rancher. I was the first time and I thought I would never be able to even come close to winning. But, the more I play the more I recognize different tactics to use in-game to help benefit my ranch effectively. Each AI player can use a different mat that offers different AI strategies and those are found on the back of the normal multiplayer mats. This is a phenomenal idea and offers great replayability, even for the solo plays.
Though the solo rules of TEDinos allow the AI player to be super tough, I find this to be one of the best in the Tiny Epic line. Tiny Epic Galaxies may still be my favorite, but I think TEDinos might be right behind. I can’t wait until this dino dropping-like virus is eradicated so I can play with my homies again, because I will certainly be pulling this one out quite a bit. I keep a spreadsheet of all my games in order of preference, and I admit that TEDinos has easily whomped its way into my Top 100, but will it get to Top 10 Games of All Time along with Tiny Epic Galaxies? I don’t know. Want to play and find out where it lands with you? Pick up a copy and have at it!
PS – I’m not one to shout out to other reviewers usually, but if you get a chance, do check out the Watch It Played video of this one. Rodney does a great job (as always) and helped me clear up some questions I had after reading the rule book.

Purple Phoenix Games (2266 KP) rated Quad City Killers in Tabletop Games
Jan 30, 2021
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
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 ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
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 ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.

Purple Phoenix Games (2266 KP) rated Neon Knights: 2086 in Tabletop Games
Sep 10, 2020
Some of us actually lived through the 1980s. Just barely, but I certainly remember the neon stylizations, the hair, the tight-rolled pants. It’s not a look I ever hope to reincarnate. However, what if the style of the 1980s reappeared in the future? Like in the 2080s? That would be kind of awesome, actually. Or maybe it would be more bodacious or tubular. In any case, some things never go out of style. Things like attacking your fellow racers as they try to pass on the left with their NOS and dangling repair arms. Just me?
Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.
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, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!
Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.
Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.
During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.
When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.
Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.
All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.
The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.
This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.
Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.
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, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!
Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.
Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.
During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.
When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.
Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.
All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.
The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.
This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.

Purple Phoenix Games (2266 KP) rated Tiny Epic Western in Tabletop Games
Dec 30, 2021
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.

Darren (1599 KP) rated American Graffiti (1973) in Movies
Nov 21, 2019
Thoughts on American Graffiti
Characters – Curt has always enjoyed his time on the strip, he knows everybody and is one of the most popular guys around, he was due to head of the college, but hasn’t made his mind up yet, despite it needing to be read for his next day, he ends up trying to spend his time chasing a mysterious woman around town all night. Steve has always planned his life out, he is going off to college and he is ready to make his relationship more open while they are separated, here he gets to learn about his relationship even if his best friend might not be joining him in college. John is the friend that has always been known for his ability with cars, he has a reputation around town with the police following him around and now he is starting to see the future where his friends are doing a lot more than him and gets stuck with a younger girl for the night, where he starts to see a brighter side to his future. Terry has always been the butt of most of the jokes between the friends, now he gets Steve’s car to look after he spends the night trying to find himself a woman and impress her with his lines.
Performances – When we look at the cast, Richard Dreyfuss is great through the film showing us a character that can get plenty of laughs and is quick on his feet. Ron Howard brings the character we know him for is always going to be easy for him to play. Paul Le Mat brings the typical bad boy to life that does show how he bought us a level of sympathy to the character. Charles Martin Smith brings the geeky sounding character out which become one of the most popular characters in these teen comedies for years to come.
Story – The story here follows four friends on the last day of summer before college is due to start, we see how the four have a different adventure on this night, which will help them discover what they want next in their lives. This is a story that shows just how difficult life is when you take the next step, leaving school is one of the first and biggest anybody will take, with the uncertainty being there for everybody involved, part of you will want to stay close to what you already had, while other sides of this will see you wanting to see what is next. This story mixes all of this together through the film with little effort and makes you believe these people could be real, while certain aspects will have dated here, with a new generation, back n the 1970s this would have been the idea of the house party in the 80s or 90s and wild adventure the modern youth would be having.
Comedy – The comedy in this film would be right up there with any teen comedies, it would have gotten more laughs for when it was released, rather than the ones you would expect to see now.
Settings – The film is set in one hang out location known as the strip, this will be the location where we get all the hang outs you would expect for teens in this generation.
Scene of the Movie – Terry’s attempts to get boozes.
That Moment That Annoyed Me – The world involved does seem to have dated.
Final Thoughts – This is a wonderful look at teenage life in the 70s it shows us just how close the friendships were, how hard the changes coming were and just what was left for the people in life.
Overall: Beautiful Look at the 70s.
Rating
Characters – Curt has always enjoyed his time on the strip, he knows everybody and is one of the most popular guys around, he was due to head of the college, but hasn’t made his mind up yet, despite it needing to be read for his next day, he ends up trying to spend his time chasing a mysterious woman around town all night. Steve has always planned his life out, he is going off to college and he is ready to make his relationship more open while they are separated, here he gets to learn about his relationship even if his best friend might not be joining him in college. John is the friend that has always been known for his ability with cars, he has a reputation around town with the police following him around and now he is starting to see the future where his friends are doing a lot more than him and gets stuck with a younger girl for the night, where he starts to see a brighter side to his future. Terry has always been the butt of most of the jokes between the friends, now he gets Steve’s car to look after he spends the night trying to find himself a woman and impress her with his lines.
Performances – When we look at the cast, Richard Dreyfuss is great through the film showing us a character that can get plenty of laughs and is quick on his feet. Ron Howard brings the character we know him for is always going to be easy for him to play. Paul Le Mat brings the typical bad boy to life that does show how he bought us a level of sympathy to the character. Charles Martin Smith brings the geeky sounding character out which become one of the most popular characters in these teen comedies for years to come.
Story – The story here follows four friends on the last day of summer before college is due to start, we see how the four have a different adventure on this night, which will help them discover what they want next in their lives. This is a story that shows just how difficult life is when you take the next step, leaving school is one of the first and biggest anybody will take, with the uncertainty being there for everybody involved, part of you will want to stay close to what you already had, while other sides of this will see you wanting to see what is next. This story mixes all of this together through the film with little effort and makes you believe these people could be real, while certain aspects will have dated here, with a new generation, back n the 1970s this would have been the idea of the house party in the 80s or 90s and wild adventure the modern youth would be having.
Comedy – The comedy in this film would be right up there with any teen comedies, it would have gotten more laughs for when it was released, rather than the ones you would expect to see now.
Settings – The film is set in one hang out location known as the strip, this will be the location where we get all the hang outs you would expect for teens in this generation.
Scene of the Movie – Terry’s attempts to get boozes.
That Moment That Annoyed Me – The world involved does seem to have dated.
Final Thoughts – This is a wonderful look at teenage life in the 70s it shows us just how close the friendships were, how hard the changes coming were and just what was left for the people in life.
Overall: Beautiful Look at the 70s.
Rating