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Big Easy Busking
Big Easy Busking
2020 | Card Game, Music
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.

Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.

After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.

The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.


Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).

I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.

In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
  
Vendarla
Vendarla
2020 | Card Game, Fantasy
The kobolds and dragons have taken over the mountain that once belonged to the noble dwarves in this land. The Queen has decided it’s time to take it back. She needs as many fine-crafted armory items as possible using the materials found in the mountain, but she will be pleased with the first craftsperson to finish three of them for her army. Are you prepared to brave the mountain’s dangers in order to secure the materials needed to craft her required items, or will the dragons and kobolds prove too difficult for you to overcome? This is Vendarla.

Vendarla is a press-your-luck, hand management, set collection card game where players are working against one another to collect the proper materials to craft three Queen’s Armory items while avoiding kobold warriors and thieves, as well as several dragons guarding the mountain.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T


To setup, follow the rulebook advice for your number of players, but generally Vendarla will be setup on the table in different areas: the Market, the Mountain, the Queen’s Armory, and the gold stash. Each player will receive five gold, and their choice of either two or three (depending on play count) Queen’s Armory items to begin working on during the game. Determine first player by giving the dragon token, shown below, to the player who most recently watched a dragon movie and the game is ready to begin!
On their turn a player will choose whether to visit the Market or the Mountain. When a player visits the Market, they may choose to purchase any previously sold materials, sell their own materials, purchase items for use in mountain runs, or exchange Queen’s Armory item cards.

Should the player instead wish to visit the Mountain, they will flip over a mountain card from the giant stack of mountain cards and decide how to continue. If a material card was flipped, the player may choose to take that card or continue flipping cards. This action can be replicated until up to 10 cards have been flipped. The active player will then need to choose a card (or two if they have a Backpack equipped) to place face-up in their play area. Each other player at the table, in player order, will then be allowed to take a material or gold card from the flipped offering by paying the active player one gold.

Should the active player flip over a second kobold warrior for the turn, they must stop flipping unless they had previously purchased from the market a kobold repellent or Ironsides (dwarven warrior) to combat it. If the kobold warrior, or the kobold thief for that matter, is overcome by ANY player then the active player may continue flipping cards from the mountain. Should the player flip a dragon card over, they may use a previously purchased Dragon Charm to charm the dragon back to sleep or taking the dragon card into their play area and suffering a negative 10 points at game end.


Play continues in this fashion of active player visiting the Market to take actions for themselves only, or visiting the Mountain to excavate materials to be used to craft their Queen’s Armory items and opponents also being able to follow the action using their flipped materials. Once a player has the proper materials to craft their Queen’s Armory items on their turn, they may, and the player who crafts their third item will trigger the end of the game. Players will finish the turn, count up their points and a winner will be declared!
Components. Again, this is a prototype copy of the game, so what we were provided may or may not be the same as the final version of the game. That said, this game is a ton of cards, and some gold coins. The card are fine quality, but I would probably want to sleeve them, as they are handled a bit and are a little thin. The gold coins are thick cardboard and look great. Speaking of looking great, the art in Vendarla is really really good. I love the art style used and the colors are vibrant and lovely. Though I had no problems with the iconography, my wife did a few times. Luckily, handy reference cards are included and that solved any questions we had with iconography. All in all the components are good, and the game looks great.

The “flip cards until you have to stop, choose to stop, or flip over something bad” is a mechanic that is used in many games, and in Vendarla I truly enjoy it because for every “bad” card another card may be able to neutralize it. And the best part about that is the neutralizing card can come from ANY player. Why would someone want to lull the dragon back to sleep on someone else’s turn? Well perhaps a material was flipped that they need to complete an item craft and they want to make sure they have a chance to get it for one measly coin. I love that. I also love games that include ways for other players to be involved in each turn taken. This isn’t a “multiplayer solitaire” game. Yeah you could go to the restroom during other players’ turns, but you may miss out on that elusive gem you need for your items.

I found that playing this I had to find a good balance between keeping my Market items stocked and going to the Mountain to grab materials. There may be several turns in a row, especially in the beginning of the game, where your turns are just flipping over a kobold warrior for which you are unprepared to handle and forfeiting your turn, but as the game progresses you will be hopefully be outfitting yourself appropriately.

While this game seems very involved and you may think there are many tiny rules when reading the rulebook, it plays really quickly. In my two-player games with my wife the games were 30 minutes or less, INCLUDING the teach the first time.

So even though I have a prototype copy of the game, I will certainly be holding onto this one and pulling it out quite a bit. When you can get a great play experience out of 30 minutes and feel like you did something interesting, I feel that’s a sign of a great game. If you are looking for a game that fills a hole in your collection (or even want to replace Port Royal, as I did), please check out the Kickstarter campaign for Vendarla launching October 27, 2020. If you like fantasy themed card games with press your luck and set collection, this one is for you!
  
40x40

Bob Mann (459 KP) rated Mank (2020) in Movies

Dec 10, 2020  
Mank (2020)
Mank (2020)
2020 | Biography, Drama
Cinematography - glorious to look at (1 more)
A fabulous ensemble cast, with Oldham, Seyfried, Arliss and Dance excelling
Sound mixing make some of the dialogue difficult to hear (0 more)
"Mank" is a biopic slice of the career of Herman Jacob Mankiewicz (Gary Oldman), the Hollywood screenwriter who was the pen behind what is regularly voted by critics as being the greatest movie of all time - "Citizen Kane". "Citizen Kane" was written in 1940 (and released the following year) and much of the action in "Mank" takes place in a retreat in the Mojave desert when Mank, crippled by a full-cast on the leg, has been 'sent' by Orson Welles (Tom Burke) to complete the screenplay without alcohol and other worldly distractions. Helping administer to his writing and care needs are English typist Rita Alexander (Lily Collins) and carer Fraulein Freda (Monika Gossmann). However, although Mank produces brilliant stuff, his speed of progress exasperates his 'minder' and editor John Houseman (Sam Troughton). (Yes, THAT John Houseman, the actor.)

In developing the story, we continuously flash-back six years - - nicely indicated by typed 'script notes' - - to 1934 where Mank is working at MGM studios for Louis B. Mayer (Arliss Howard) and mixing in the circles of millionaire publisher William Randolph Hearst (Charles Dance) and his glamorous young wife, actress Marion Davies (Amanda Seyfried). Allegedly, the "Citizen Kane" script was based on Hearst. But what souring of the relationship could have led to such a stinging betrayal during those six years?

Mank has an embarrassment of acting riches. Mankiewicz is a fascinating character: charismatic, reckless, passionate and the definition of a loose cannon. Basically, a dream for a great actor to portray. And Gary Oldham IS a great actor. After doing Churchill in "Darkest Hour", he here turns in a magnificent performance as the alcoholic writer. Never more so than in a furious tirade at a dinner table late in the film, which will likely be the equivalent to the Churchill "tiger" speech come Oscar time. Surely, there's a Best Actor nomination there?

Equally impressive though are some of the supporting cast.

- Tom Burke - so good as TV's "Strike" - gives a fine impersonation of the great Orson Welles: full of confidence and swagger. It's only a cameo role, but he genuinely 'feels' like the young Welles.
- Amanda Seyfried: It took me almost half of the film to recognize her as Marion Davies, and her performance is pitch perfect - the best of her career in my view, and again Oscar-worthy.
- Arliss Howard for me almost steals the show as the megalomaniac Mayer: his introduction to Mank's brother Joe (Tom Pelphrey) has a memorable "walk with me" walkthrough of the studio with Mayer preaching on the real meaning of MGM and the movies in general. Breathtakingly good.
- But - I said "nearly steals the show".... the guy who made off with it in a swag-bag for me was our own Charles Dance as Hearst. Quietly impressive throughout, he just completely nails it with his "organ-grinder's monkey" speech towards the end of the movie. Probably my favourite monologue of 2020. Chilling. I'd really like to see Dance get a Supporting Actor nomination for this.

The screenplay was originally written by director David Fincher's late father Jack. Jack Fincher died in 2002, and this project has literally been decades in the planning. Mankiewicz has a caustic turn of phrase, and there are laugh-out lines of dialogue scattered throughout the script. "Write hard, aim low" implores Houseman at one point. And my personal favourite: Mank's puncturing of the irony that the Screen Writers Guild has been formed without an apostrophe! A huge LOL!

Aside from the witty dialogue, the script has a nuance to the storytelling that continually surprises. A revelation from Freda about Mank's philanthropic tendencies brings you up short in your face-value impression of his character. And the drivers that engineer the rift between Mankiewicz and Hearst - based around the story of the (fictional) director Shelly Metcalf (Jamie McShane) - are not slapped in your face, but elegantly slipped into your subconscious.

In addition, certain aspects are frustratingly withheld from you. Mank's long-suffering wife (a definition of the phrase) Sara (Tuppence Middleton) only occasionally comes into focus. The only reference to his kids are a crash in the background as they "remodel" the family home. Is the charismatic Mank a faithful husband or a philanderer? Is the relationship with Rita Alexander just professional and platonic (you assume so), or is there more going on? There's a tension there in the storytelling that never quite gets resolved: and that's a good thing.

Mank also has an embarrassment of technical riches. Even from the opening titles, you get the impression that this is a work of genius. All in black and white, and with the appearance of 40's titling, they scroll majestically in the sky and then - after "Charles Dance" - effortlessly scroll down to the desert highway. It's evidence of an attention to detail perhaps forced by lockdown. ("MUM - I'm bored". "Go up to your room and do some more work on that movie then".)

It's deliciously modern, yet retro. I love the fact that the cross-reel "circle" cue-marks appear so prominently... the indicators that the projectionist needs to spin up the next reel. I think they are still used in most modern films, but not as noticeably as in the old films... and this one!

A key contributor to the movie is cinematographer Erik Messerschmidt. Everything looks just BEAUTIFUL, and it is now a big regret that I didn't go to watch this on the big screen after all. Surely there will be a cinematography Oscar nomination for this one. Unbelievably, this is Messerschmidt's debut feature as director of cinematography!

Elsewhere, you can imagine multiple other technical Oscar noms. The tight and effective editing is by Kirk Baxter. And the combination of the glorious production design (Donald Graham Burt) and the costume design (Trish Summerville) make the movie emanate the same nostalgia for Hollywood as did last year's "Once Upon a Time... In Hollywood".... albeit set forty years earlier. Even the music (by the regular team of Trent Reznor and Atticus Ross) might get nominated, since I had to go back and check that it actually HAD music at all: it's subtly unobtrusive and effective.

The only area I had any issue with here was the sound mixing, since I had trouble picking up some of the dialogue.

Although I can gush about this movie as a technical work of art, I'm going to hold off a 10* review on this one. For one reason only. I just didn't feel 100% engaged with the story (at least with a first watch). The illustrious Mrs Movie Man summed it up with the phrase "I just didn't care enough what happened to any of the characters". I think though that this one is sufficiently subtle and cerebral that it deserves another watch.

Will it win Oscars. Yes, for sure. Hell, I would like to put a bet on that "Mank" will top the list of the "most nominations" when they are announced. (Hollywood likes nothing more than a navel-gazing look at its history of course). And an obvious nomination here will be David Fincher for Best Director. But, for me, this falls into a similar bucket as that other black and white multi-Oscar winner of two year's ago "Roma". It's glorious to look at; brilliantly directed; but not a movie I would choose to readily reach for to repeatedly watch again.

(For the full graphical review, please check out the review here - https://bob-the-movie-man.com/2020/12/10/mank-divines-for-oscar-gold-in-a-sea-of-pyrites/. Thanks.)
  
Questeros
Questeros
2021 | Card Game, Fantasy
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).

Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.

I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.

Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.


As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.

The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.

I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
  
Evo (second edition)
Evo (second edition)
2011 | Prehistoric, Science Fiction
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.

Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…

DISCLAIMER: We 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 online or from your FLGS. -T

Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!

The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.

The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.

Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.

Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.

Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.

Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.

I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
  
Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

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

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

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

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

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

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

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

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

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

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V: The Phantom Pain
Action/Adventure
Gameplay (1 more)
Graphics
Characters (1 more)
Twist ending
A Review By A Disappointed Long Time Fan
Before this game was released, I was certain that it was going to be my Game Of The Year for 2015, and in a lot of ways it is a worthy contender. As an open world stealth game, it is groundbreaking. The gameplay is some of the best I’ve ever seen, the controls feel tight, the underlying systems and features, (such as reflex mode and the buddy system,) are solid and the AI is responsive and fair. This is KojiPro’s first attempt at an open world game, and as far as first attempts go, this is ‘pretty good.’ The world is breathtaking as well, the graphics that the Fox engine can produce are stunning in every way, the world feels alive, with both enemies and wildlife, the textures, the particle systems, the gun models, every visual in this game has been created with an insane amount of attention to detail and all of it really pays off. I experienced little to no glitches while making my way through the single player campaign and the presentation overall is great. Motherbase is also awesome, you genuinely feel as if you are assembling an army and even though the Fulton is daft, it is a nice touch. And the amount of variety this game provides is vast, you can take 4 different buddies with you, each with unique skills, you can infiltrate in the morning or at night, you can choose your guns and customise them to suit, you can also customise your buddy’s gear, your helicopter and to a small extent Motherbase too, although that could have went deeper. Now, if that is all that you are looking for, then seriously, stop reading this review right now and go buy the game, you will love it and there is so much to do, I sank a good 75+ hours into this game and my overall completion rate is still only at 75%. If however, like me, you are looking for something more than just great gameplay, you will be left feeling as empty as I do. Like I keep reiterating, the gameplay is phenomenal, but that’s the problem, I have never played MGS for the gameplay. It wasn’t the gameplay that made me fall in love with the series growing up and if anything you would always suffer through the stiff gameplay in order to experience the deep and complex story and that was okay, because it would always be so worth it. This game throws all of that out of the window.

The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?

The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.

The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.

David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.
  
Batman v Superman: Dawn of Justice (2016)
Batman v Superman: Dawn of Justice (2016)
2016 | Action, Sci-Fi
Batfleck (1 more)
It's every comic fan's childhood dream
Sloppy editing (2 more)
Bad performances
Poor script
A Whole Mess Of Awesome
Contains spoilers, click to show
Okay, if you are reading this I assume you have at least read a few other reviews of the movie, as it is all that anyone is talking about online at the minute, so what is left to say I hear you ask? Well first off I’ll give you some context, for the last three years I have been reading and collecting comics to an obsessive level and it is due to this movie. I have always been a superhero fan (especially Batman,) and I had read some comics in the past, but when this movie was announced at San Diego Comic-Con in 2013, (3 years ago!!) I was so hyped and I decided that I had to read the comic that this film was taking inspiration from. So I went to my local A1 Comics and bought The Dark Knight Returns, which underwhelmed me but that’s another story. Since then I have become a huge comic book fan and that is thanks to this movie. Seriously what was not to like here, it would have been so difficult to get this wrong, it’s Batman fighting Superman, how amazing is it that this actually happened? And yet they still managed to fuck it up…

Do you read? You will. And then realise how superior the comic that this is based on is to the actual movie itself, (and I’m not even a massive fan of the comic.)

I saw 10 Cloverfield Lane last week and while that movie wasn’t perfect, what made that a great movie is exactly what makes BvS a subpar movie. 10CL had a small team of people working on a restrictive budget, so every aspect of the movie was scrutinised and perfected to make up the end product and that attention to detail really paid off. BvS had a huge budget and a massive team of people working on it and I think that is what gives the movie it’s unfocused and sloppy feel. The script is a mess, there are clearly scenes cut, the editing is jarring, not all of the performances were up to scratch and while the imagery and visuals are incredible, the best way to describe this movie is all style and no substance. I like Zack Snyder, I love his Watchmen movie, I like 300 and I enjoyed Man of Steel, but I can’t help but feel that this is his fault. His decision to make years of comic book stories into one two and a half hour movie honestly baffles me. The events of this movie should have taken place over at least three movies, which I will discuss more in the spoiler section of this review, so stick around for that if you have seen the movie already. This movie really is all over the place and the pace and tone are random at best and if you have seen the trailers then you have essentially seen the movie. Let’s talk about the best part of the movie, which is quite easily Ben Affleck’s Batman and Jeremy Irons’ Alfred. Seeing the two characters and their chemistry are worth the ticket price of the film alone. This is probably the most faithful to the source material Batman that we have had on the big screen to date, except for one pretty major change. Batman in DoJ is pretty much Punisher in a cowl. During the Batmobile chase (which was really fucking awesome by the way,) he questionably kills some goons. I mean, some of them could have survived like, if they had Wolverine’s healing powers I guess? But then there is that badass warehouse scene that we see in the trailers and during that he near enough shoots some guys himself. If you can get over this and see this as an alternate version of Batman you should be able to appreciate Affleck’s performance though, which by the way is amazing, he knocks it out of the park. I would have liked some kind of reference to it, even a scene where he discusses breaking his code with Alfred, just a few lines would have made me get on board with this version of the character a lot quicker. Critics have been calling Henry Cavil’s Superman performance wooden, but I think that is too harsh, he is perfectly serviceable but he isn’t going to be praised for his memorable performance either. Gal Gadot as Wonder Woman is badass, my only complaint is that she isn’t in the movie enough as Wonder Woman. Jesse Eisenberg is the stand out worst performance in the movie. It isn’t necessarily a bad performance, it just does not fit that character at all. He was truly miscast here, if they had cast him as Riddler in the Batman solo movie and he put in this performance I would be praising him like mad. Lex Luthor shouldn’t be crazy on a surface level, he should be a respectable businessman and an intellectual force to be reckoned with and he will go out of his way to ensure that this is what everyone sees him as, it is only ever the people closest to him that that he allows to see him crack. He certainly shouldn’t be making strange noises and gestures like someone with OCD or a mental issue. Also Doomsday is silly and is just shoehorned in at the end for the sake of giving the trinity and enemy to battle against.

Do you pee? You will. After sitting though near three hours of this garbage.

So to give my overall opinion before I get into spoilers, I will say that I enjoyed this movie better than Man of Steel, but only slightly and I dislike it for a lot of the same reasons. Just like Man of Steel there are parts of this movie that I adored and parts that I hated. Mixed emotions is an understatement. In my mind any movie above a 7 is a great movie and unfortunately I can’t call this a great movie. I fully believe that everyone should see this movie and form their own opinion, especially since reactions have been so mixed, but I felt that it simply didn’t live up to the hype that it set for itself and I feel like Zack Snyder may be doing more harm than good setting up the DCU. 6.5/10.

Do you see? You will. Or at least you better have seen it by now because I am about to spoil the shit out of the whole movie.

Like I said earlier, the events of the movie really should have been split across several movies and explored more rather than rushed through at a breakneck speed. We should have had a whole movie on Batman V Superman, the conflict ideals between them and the discussion of whether or not this world needs a Superman. Then we should have had a movie just based on the dawn of the justice league, with Batman and Superman eventually understanding each other and becoming friends and with way more scenes with Wonder Woman and a proper introduction to the other characters rather than the literal plot device USB stick we got in BvS. Then we should have had a few Justice League movies and once Superman was an established character within the universe, they should have killed him off then and did the Death and Return of Superman story, not in this one where Batman and Wonder Woman hardly know him and the public still don’t know whether he is good or bad. Also if Batman kills now, what reason is there for the Joker to still be alive? The whole point of their relationship is that Batman won’t kill Joker because of his code and Joker won’t kill Batman because he loves fighting him, but if Batman has no code and he has been Batman for years then he really should have killed Joker a long time ago. I did enjoy Batfleck and I am very much looking forward to his solo Batman movie, but BvS is rushed and sloppy. So I’ve said my piece, now let the fanboy hate commence.
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be 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 back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
Fray: Champions of the Everyverse
Fray: Champions of the Everyverse
2021 | Dice Game, Fighting, Miniatures, Wargame
Welcome to the Grand Center – an arena of elite combat. As a Watcher, it is your job to bring forth Champions to fight in the ultimate battle royale of the every-verse. It matters not from what time-period your Champion hails, or what fighting styles they possess – if their realm exists, they are viable candidates. Can your Champions collect valuable loot and knock opponents out of the running? Or will they fail to rise above the Fray? The last team standing wins, so put your Champions to the test and claim glory for yourself!

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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L

Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!

A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.

Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.


After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!

Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.

With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.

The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!

Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.