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Purple Phoenix Games (2266 KP) rated Tiny Epic Mechs in Tabletop Games
Jun 30, 2021
I am someone who loves strategy. It is fun for me to create elaborate plans and see them through to either success or failure. Ok, it’s fun to see them succeed, not so much fail. BUT either way – I like to have a plan. So when Tiny Epic Mechs launched on Kickstarter, I was a little wary. Action programming? Can’t that effectively negate any strategy you have set up? I was on the fence. But I backed it anyway. So was my investment a good one, or did my programmed action of picking up this game backfire and leave me KO’d?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Purple Phoenix Games (2266 KP) rated Studies in Sorcery in Tabletop Games
Oct 6, 2020
We’re all nerds here, right? What was the best class the gang took in the Harry Potter series? Defense Against the Dark Arts of course! Learning spells to protect ones’ self (oneself? themselves??) from an onslaught of dark spells looked so fun in the movies. *DISCLAIMER: I have never read a Harry Potter book. I made it one chapter and couldn’t do it, but I have seen the movies several times.* In any case, what if you could learn the other side of these spells? The offensive ones? Well that would be cool right? What if you could get a full master’s degree in Dark Arts? Welcome to Studies in Sorcery.
Studies in Sorcery is a competitive card game that uses elements from other well-loved games and puts them with a wonderful theme and some very interesting card synergies. The game takes place over four school semesters (rounds) and each semester lasts four weeks (turns). Can you students complete your thesis using the research grants you are given, or will you fall flat to repeat the program again?
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 October 6, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup, separate each deck of cards into like piles (Levels 100, 200, and 300 of the projects, graveyard cards, candles, vials) and shuffle them. Lay out the moon phase cards and semester tracker, placing the tracker tokens (skull erasers in the prototype) on the start of the cards to begin play. Set out the candles and vials in their own piles, as well as the point modifier tokens. Deal project cards according to the semester tracker in a 3×2 pattern under the moon phase and semester tracker cards like is shown in the photo below. Initially the graveyard pile will have three stacks of two cards each face-down next to the draw pile. Each player receives a research grant card, two thesis cards to choose one from, and two 100-level project cards from which the player will choose one. Give the first-player token (in this prototype it’s a cute LEGO skeleton) to the player who last attended school, and the game may begin!
Each player will be resolving actions, committing materials to their projects, and using completed project abilities each moon phase (turn). The actions one may take are: Dig, Buy, Cram, and Project Action. When a player uses the Dig action, they are searching for materials. A player can look at the items in the first pile of graveyard cards and take all the contents. If they do not like them, draw a card from the draw deck and place it on the first pile. Continue this for the next pile, and if unsatisfied the player may draw the top card from the draw pile OR either a candle or vial from the supply of stock cards.
Buy actions allow a player to use any unwanted materials or research grant monies to purchase additional candles, vials, or project cards from the middle of the table. To Cram, players may commit up to two materials from their hand to a project by placing the materials under the project cards. Project Actions allow players to use actions printed on any of their completed project cards. These can be very powerful.
Once each player has taken one of these actions, move the tracker token on the moon phase card to the next icon – Commit. To commit materials to projects, simply place the cards under the selected project (exactly like players do with the Cram action). Once all players have completed their commits, they may complete any projects that have sufficient materials by discarding the used materials and flipping the project card to its opposite side earning the printed points at the end of the game.
Play continues in this fashion for four turns each semester and the game lasts four semesters. Therefore the game will last 16 turns total. Whomever earns the most points for combinations of completed thesis cards, completed projects, bonus point modifier tokens, and one point for each $8 worth of materials in hand will be named Valedictorian of their class and winner of Studies in Sorcery!
Components. Again, this is a prototype copy of the game, and I know some things will be different in the final version. However, what we were provided is a bunch of cards that have great art, are good quality, and are very easy to read and understand. The cute first player token will more than likely become a different component in the end, and the tracker tokens probably will be changed as well, but these are great bits to include in a game like this. The only negative I have about components is that I wish there was MORE color. Most of the cards are brown-heavy, and it’s completely fine, but I would love to have splashes of weird colors here and there. Overall, I am very pleased with the components in this game. Weird Giraffe Games always has great components in their prototypes AND final games.
It is probably no surprise that I love this game. The theme is wonderful, the wonky art is great, and it’s more thinky than one might imagine. The game play can be somewhat quick, or players can take excruciating amounts of time to think through their turns and chain together impressive actions. One thing remains constant – 16 turns to complete your thesis cards can be a huge undertaking. My first time playing I chose a thesis card worth 7 points (even though the rulebook advised me not to include those for the first play). I wasn’t even really that close to completing the thesis, but I may have with another two or three turns. But then again, that card is worth 7 points for a reason – it’s SUPPOSED to be difficult. My suggestion: take the rulebook’s advice and remove those thesis cards for the first play. Don’t try to be a hero.
Ahhhhhhh! I want to play it again right now just so I can attempt that thesis card again. But there are other thesis cards in the game. And other strategies to apply. And really, when you can’t wait to play a game, that’s a sign of a fantastic game for that specific gamer. Will this be a gem for everyone? I don’t know. It certainly works for me and my circle of gamers.
If you are a fan of the Harry Potter series (even though this is NOT a Harry Potter game) and need a thinky card game with that sort of fantasy classroom theme, or if your collection is begging for something new and quirky, or if you just love Weird Giraffe Games’ catalog and need every game they offer (I wouldn’t blame you), then you need to give Studies in Sorcery a look. Please consider backing it on Kickstarter launching October 6, 2020. I know my collection just got a lot cooler with this one.
Studies in Sorcery is a competitive card game that uses elements from other well-loved games and puts them with a wonderful theme and some very interesting card synergies. The game takes place over four school semesters (rounds) and each semester lasts four weeks (turns). Can you students complete your thesis using the research grants you are given, or will you fall flat to repeat the program again?
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 October 6, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup, separate each deck of cards into like piles (Levels 100, 200, and 300 of the projects, graveyard cards, candles, vials) and shuffle them. Lay out the moon phase cards and semester tracker, placing the tracker tokens (skull erasers in the prototype) on the start of the cards to begin play. Set out the candles and vials in their own piles, as well as the point modifier tokens. Deal project cards according to the semester tracker in a 3×2 pattern under the moon phase and semester tracker cards like is shown in the photo below. Initially the graveyard pile will have three stacks of two cards each face-down next to the draw pile. Each player receives a research grant card, two thesis cards to choose one from, and two 100-level project cards from which the player will choose one. Give the first-player token (in this prototype it’s a cute LEGO skeleton) to the player who last attended school, and the game may begin!
Each player will be resolving actions, committing materials to their projects, and using completed project abilities each moon phase (turn). The actions one may take are: Dig, Buy, Cram, and Project Action. When a player uses the Dig action, they are searching for materials. A player can look at the items in the first pile of graveyard cards and take all the contents. If they do not like them, draw a card from the draw deck and place it on the first pile. Continue this for the next pile, and if unsatisfied the player may draw the top card from the draw pile OR either a candle or vial from the supply of stock cards.
Buy actions allow a player to use any unwanted materials or research grant monies to purchase additional candles, vials, or project cards from the middle of the table. To Cram, players may commit up to two materials from their hand to a project by placing the materials under the project cards. Project Actions allow players to use actions printed on any of their completed project cards. These can be very powerful.
Once each player has taken one of these actions, move the tracker token on the moon phase card to the next icon – Commit. To commit materials to projects, simply place the cards under the selected project (exactly like players do with the Cram action). Once all players have completed their commits, they may complete any projects that have sufficient materials by discarding the used materials and flipping the project card to its opposite side earning the printed points at the end of the game.
Play continues in this fashion for four turns each semester and the game lasts four semesters. Therefore the game will last 16 turns total. Whomever earns the most points for combinations of completed thesis cards, completed projects, bonus point modifier tokens, and one point for each $8 worth of materials in hand will be named Valedictorian of their class and winner of Studies in Sorcery!
Components. Again, this is a prototype copy of the game, and I know some things will be different in the final version. However, what we were provided is a bunch of cards that have great art, are good quality, and are very easy to read and understand. The cute first player token will more than likely become a different component in the end, and the tracker tokens probably will be changed as well, but these are great bits to include in a game like this. The only negative I have about components is that I wish there was MORE color. Most of the cards are brown-heavy, and it’s completely fine, but I would love to have splashes of weird colors here and there. Overall, I am very pleased with the components in this game. Weird Giraffe Games always has great components in their prototypes AND final games.
It is probably no surprise that I love this game. The theme is wonderful, the wonky art is great, and it’s more thinky than one might imagine. The game play can be somewhat quick, or players can take excruciating amounts of time to think through their turns and chain together impressive actions. One thing remains constant – 16 turns to complete your thesis cards can be a huge undertaking. My first time playing I chose a thesis card worth 7 points (even though the rulebook advised me not to include those for the first play). I wasn’t even really that close to completing the thesis, but I may have with another two or three turns. But then again, that card is worth 7 points for a reason – it’s SUPPOSED to be difficult. My suggestion: take the rulebook’s advice and remove those thesis cards for the first play. Don’t try to be a hero.
Ahhhhhhh! I want to play it again right now just so I can attempt that thesis card again. But there are other thesis cards in the game. And other strategies to apply. And really, when you can’t wait to play a game, that’s a sign of a fantastic game for that specific gamer. Will this be a gem for everyone? I don’t know. It certainly works for me and my circle of gamers.
If you are a fan of the Harry Potter series (even though this is NOT a Harry Potter game) and need a thinky card game with that sort of fantasy classroom theme, or if your collection is begging for something new and quirky, or if you just love Weird Giraffe Games’ catalog and need every game they offer (I wouldn’t blame you), then you need to give Studies in Sorcery a look. Please consider backing it on Kickstarter launching October 6, 2020. I know my collection just got a lot cooler with this one.
Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games
Sep 5, 2019 (Updated Dec 2, 2019)
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?
Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.
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
To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!
All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.
Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)
So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!
Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.
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
To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!
All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.
Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)
So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!
Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
Matthew Krueger (10051 KP) rated Coup in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
Easy to Learn (3 more)
Lying about who you are
Quick Rounds
High replayablity
Hard to Master (1 more)
Don't know who's who and who's lying
Lie, Deceit and Protray
Coup- is one of the two games i bought at this years Pax East. It is also one of the first board games that i bought. The second being Coup. Now since then I have like 25 board games. I love collecting board games cause i can either play them with my family or go solo. Personality i love going solo in board games.
I learn about this game through the Funhaus Channel. And personality wanted to buy it after watching it. It looked easy, fun and entertaining. So when i saw it at Pax i knew i had to by it. If you dont know what Coup is or never heard of it. Let me explain.
Coup came out in 2012 was published by Indie Boards & Cards for 2-6 players.
In Coup you are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
Gameplay:
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Its a fun entertaining deduction party card game and a must play if you havent played it yet.
I learn about this game through the Funhaus Channel. And personality wanted to buy it after watching it. It looked easy, fun and entertaining. So when i saw it at Pax i knew i had to by it. If you dont know what Coup is or never heard of it. Let me explain.
Coup came out in 2012 was published by Indie Boards & Cards for 2-6 players.
In Coup you are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
Gameplay:
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Its a fun entertaining deduction party card game and a must play if you havent played it yet.
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Purple Phoenix Games (2266 KP) rated Paragon: Trials of the Chosen in Tabletop Games
Sep 18, 2021
I am going to start off with complete honesty. I have been dreading writing this review. Not because I am afraid to give anything negative criticism or because a game has been too daunting for me, but rather, because I still do not feel that after all my plays of this game that I have an absolute understanding of each of its components. I hope you will continue reading as I explain what I mean.
Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.
Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.
The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.
To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.
Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.
Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.
Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.
When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).
There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.
This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.
If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!
Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.
Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.
The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.
To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.
Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.
Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.
Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.
When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).
There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.
This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.
If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!