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Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.

Mothergamer (1568 KP) rated Dragon Quest Heroes: The World Tree's Woe and the Blight Below in Video Games
Apr 3, 2019
Let me get this out of the way first. I do like games like Dynasty Warriors and they are fun to play when I just want to relax and do a few minutes of hack and slash, so I didn't mind that Dragon Quest Heroes seemed to be a mashup of Dynasty Warriors, Tower Defense, and Hyrule Warriors. It was different and not like Dragon Quest 8 and 9 which I loved, but I did find myself having fun with it. The graphics are beautiful and you have over 10 characters from the various Dragon Quest games to choose from to be in your party. There are a lot of references to the Dragon Quest lore which is fun as well.
First fight with a dragon!
The tutorial for the controls is easy to follow and the game play controls handle really well. The battle system for the most part is pretty decently thought out and you can play a quick mission here and there. You can switch back and forth between your party members with a quick press of a button which is handy. The story isn't as good as previous Dragon Quest games with a pretty thin plot and a rather sub-par ending. The thing that really shines is the various special battle moves characters can do and the tension gauge. As your heroes land hits on monsters, the tension meter builds up and once it's full you can unleash a chain of powerful attacks that will defeat your enemies.
Tension attacks really pack a punch.
There are side quests you can do while doing the main story; mainly fetch quests or defeat a certain number of monsters. That can get tedious after a while because you revisit some of the same dungeon areas. There's a lack of exploration as you basically just go from one dungeon crawl area to another. Sure the airship town is cool, but I would have liked an opportunity to at least get to check out areas freely rather than have a go from point A to point B situation. Level grinding is pretty easy especially with the live weekend events they have where you can get extra EXP for your heroes (20% this weekend), rare items, and bonus gold. With all the battles your heroes do you can earn more than enough gold to buy weapons and gear for your party which is pretty great. The addition of monster medals is also a plus. Monster medals drop off any monsters you defeat and you can use the medals to summon those monsters to fight alongside you.
A town with everything you need all on one ship!
While I did like Dragon Quest Heroes, I did not love it the way I have the previous games. It is good, but it's not perfect. I understand they went in a different direction and for the most part it works and is fun up to a point. In many of the missions there's usually an object that must be protected from the onslaught of monsters and strategy is crucial here as well as deciding your party setup and which monsters to summon. However, sometimes the strategy isn't enough because there can be hordes of monsters that can overwhelm your party and as you're struggling to zip to and from different areas, it can be frustrating as you try to read a very cluttered map. Sometimes you will fail a mission and have to try again from the beginning. The one good thing about that is all your EXP and items you've gained carry over. It can get repetitive and I did find myself a little bored as I progressed. I tried different tactics if I had trouble with a mission and trying different things does help to an extent. The AI can also be incredibly stupid. There were a few times where I had a party member just standing there doing nothing while they would be attacked by enemies.
Early dungeons start out okay and then it gets complicated.
The game play overall is good, but it's not great. Dragon Quest Heroes is fun to play once and not at full price especially with only 30 hours of play time. I'd suggest waiting until it goes on sale or buying it used. It pains me to say that because I love the Dragon Quest series, but this game could have been better and it just felt so much like a Dynasty Warriors/Hyrule Warriors clone in places which left me a little disappointed.
First fight with a dragon!
The tutorial for the controls is easy to follow and the game play controls handle really well. The battle system for the most part is pretty decently thought out and you can play a quick mission here and there. You can switch back and forth between your party members with a quick press of a button which is handy. The story isn't as good as previous Dragon Quest games with a pretty thin plot and a rather sub-par ending. The thing that really shines is the various special battle moves characters can do and the tension gauge. As your heroes land hits on monsters, the tension meter builds up and once it's full you can unleash a chain of powerful attacks that will defeat your enemies.
Tension attacks really pack a punch.
There are side quests you can do while doing the main story; mainly fetch quests or defeat a certain number of monsters. That can get tedious after a while because you revisit some of the same dungeon areas. There's a lack of exploration as you basically just go from one dungeon crawl area to another. Sure the airship town is cool, but I would have liked an opportunity to at least get to check out areas freely rather than have a go from point A to point B situation. Level grinding is pretty easy especially with the live weekend events they have where you can get extra EXP for your heroes (20% this weekend), rare items, and bonus gold. With all the battles your heroes do you can earn more than enough gold to buy weapons and gear for your party which is pretty great. The addition of monster medals is also a plus. Monster medals drop off any monsters you defeat and you can use the medals to summon those monsters to fight alongside you.
A town with everything you need all on one ship!
While I did like Dragon Quest Heroes, I did not love it the way I have the previous games. It is good, but it's not perfect. I understand they went in a different direction and for the most part it works and is fun up to a point. In many of the missions there's usually an object that must be protected from the onslaught of monsters and strategy is crucial here as well as deciding your party setup and which monsters to summon. However, sometimes the strategy isn't enough because there can be hordes of monsters that can overwhelm your party and as you're struggling to zip to and from different areas, it can be frustrating as you try to read a very cluttered map. Sometimes you will fail a mission and have to try again from the beginning. The one good thing about that is all your EXP and items you've gained carry over. It can get repetitive and I did find myself a little bored as I progressed. I tried different tactics if I had trouble with a mission and trying different things does help to an extent. The AI can also be incredibly stupid. There were a few times where I had a party member just standing there doing nothing while they would be attacked by enemies.
Early dungeons start out okay and then it gets complicated.
The game play overall is good, but it's not great. Dragon Quest Heroes is fun to play once and not at full price especially with only 30 hours of play time. I'd suggest waiting until it goes on sale or buying it used. It pains me to say that because I love the Dragon Quest series, but this game could have been better and it just felt so much like a Dynasty Warriors/Hyrule Warriors clone in places which left me a little disappointed.

Purple Phoenix Games (2266 KP) rated Strife: Legacy of the Eternals in Tabletop Games
Jun 12, 2019
I cannot tell you how hard it is to organize a game night with the full group. And I probably don’t have to – I’m sure you understand the struggle too. So for those times when only 2 of us are available, it’s always nice to have 2-player only games to play. But sometimes deciding on a game can cause a bit of strife…
War rages across the land as the Eternals (immortal beings) fight each other for dominance over the realm. Calling forth their chosen Champions, battle after battle is fought until one Eternal emerges victorious. Will your Champions aid you on your quest for supremacy, or will you be forced to cede to another Eternal in the end? Choose your Champions wisely, and may your legacy and power reign supreme!
Strife: Legacy of the Eternals is a competitive two-player game of perfect information – each player has an identical hand of 10 cards from which to play. At its core, Strife is like War – players simultaneously reveal their chosen card and the highest number wins that battle. Players earn Victory Points for battles won. But there’s a twist. Each card has a unique ability (Battle Ability) that, when played, can influence the total power of either your or your opponent’s card for the given turn. And that’s not all – each card also has a secondary ability (Legacy Ability) that can be used the turn after it was initially played to also influence the total power for that next turn. Strategy is key! How can you play your cards in a way that both the initial and secondary powers can benefit you? One power is immediate and one is delayed by a turn, so think carefully about how to best combo your cards/powers! Don’t forget, as a game of perfect information you also know exactly what your opponent is working with too! Use your deduction skills to determine which card they might play and figure out how to use your remaining cards to undermine their total power. The game is played over the course of 3 rounds, and the player with the most Victory Points at the end is the winner!
For a game that seems so simple, Strife actually has a steep learning curve. Every card in your hand has a unique Battle Ability AND Legacy Ability that you have to learn to successfully play. You can’t just pick this game up and play if you don’t know the powers and understand how they work. It might be a little easier to learn if there was a player reference guide for all of the powers so you could just look in one place, but there isn’t one. So I’m left flipping through all of my cards trying to find a power that I thought I saw that could maybe combo with a power on a different card. The rule sheet suggests using ONLY Legacy Abilities your first game to get a feel for the flow, which I appreciate. But when you finally add in the Battle Abilities, you have to be paying attention to 2 different powers on 2 different cards each turn and it can be confusing if you don’t fully know all of those powers.
That being said, I think this game would be great if it used ONLY a Battle Ability or ONLY a Legacy Ability. Having both just feels like too much to me. Until you understand all of the abilities, it’s hard to decide on a strategy since you don’t really know how certain powers will work with each other across different cards. I have played this game multiple times, but since I don’t play 2-player only games often, I haven’t had the opportunity to totally learn all of the powers. And if you play with someone that has never played Strife before, it feels a little unfair if YOU know the abilities and how they work while your opponent is totally in the dark. It would be a much easier game to grasp if there was only 1 power on 1 card to consider for each turn.
I got Strife from Travis when he was doing a small purge of his collection, and I can see why he was getting rid of it. It’s a part of my collection, but I can’t guarantee how long it’ll stay there. In theory, it’s a cool game. But in actual execution, it’s just a little too complicated for what I feel it should be. Give Strife a try if you want, but I don’t really think you’re missing much if you don’t. That’s why Purple Phoenix Games gives Strife a 4/12.
https://purplephoenixgames.wordpress.com/2019/03/20/strife-legacy-of-the-eternals-review/
War rages across the land as the Eternals (immortal beings) fight each other for dominance over the realm. Calling forth their chosen Champions, battle after battle is fought until one Eternal emerges victorious. Will your Champions aid you on your quest for supremacy, or will you be forced to cede to another Eternal in the end? Choose your Champions wisely, and may your legacy and power reign supreme!
Strife: Legacy of the Eternals is a competitive two-player game of perfect information – each player has an identical hand of 10 cards from which to play. At its core, Strife is like War – players simultaneously reveal their chosen card and the highest number wins that battle. Players earn Victory Points for battles won. But there’s a twist. Each card has a unique ability (Battle Ability) that, when played, can influence the total power of either your or your opponent’s card for the given turn. And that’s not all – each card also has a secondary ability (Legacy Ability) that can be used the turn after it was initially played to also influence the total power for that next turn. Strategy is key! How can you play your cards in a way that both the initial and secondary powers can benefit you? One power is immediate and one is delayed by a turn, so think carefully about how to best combo your cards/powers! Don’t forget, as a game of perfect information you also know exactly what your opponent is working with too! Use your deduction skills to determine which card they might play and figure out how to use your remaining cards to undermine their total power. The game is played over the course of 3 rounds, and the player with the most Victory Points at the end is the winner!
For a game that seems so simple, Strife actually has a steep learning curve. Every card in your hand has a unique Battle Ability AND Legacy Ability that you have to learn to successfully play. You can’t just pick this game up and play if you don’t know the powers and understand how they work. It might be a little easier to learn if there was a player reference guide for all of the powers so you could just look in one place, but there isn’t one. So I’m left flipping through all of my cards trying to find a power that I thought I saw that could maybe combo with a power on a different card. The rule sheet suggests using ONLY Legacy Abilities your first game to get a feel for the flow, which I appreciate. But when you finally add in the Battle Abilities, you have to be paying attention to 2 different powers on 2 different cards each turn and it can be confusing if you don’t fully know all of those powers.
That being said, I think this game would be great if it used ONLY a Battle Ability or ONLY a Legacy Ability. Having both just feels like too much to me. Until you understand all of the abilities, it’s hard to decide on a strategy since you don’t really know how certain powers will work with each other across different cards. I have played this game multiple times, but since I don’t play 2-player only games often, I haven’t had the opportunity to totally learn all of the powers. And if you play with someone that has never played Strife before, it feels a little unfair if YOU know the abilities and how they work while your opponent is totally in the dark. It would be a much easier game to grasp if there was only 1 power on 1 card to consider for each turn.
I got Strife from Travis when he was doing a small purge of his collection, and I can see why he was getting rid of it. It’s a part of my collection, but I can’t guarantee how long it’ll stay there. In theory, it’s a cool game. But in actual execution, it’s just a little too complicated for what I feel it should be. Give Strife a try if you want, but I don’t really think you’re missing much if you don’t. That’s why Purple Phoenix Games gives Strife a 4/12.
https://purplephoenixgames.wordpress.com/2019/03/20/strife-legacy-of-the-eternals-review/

Purple Phoenix Games (2266 KP) rated Cryptid in Tabletop Games
Jul 1, 2020
If you are a fan of the lore behind the likes of the Cthulhu, Sasquatch, Loch Ness, and El Cucuy, then you will love the theme behind this next game. Cryptid is a board game that basks in these old tales of years long past and puts you on the hunt for the infamous “Cryptid” snake/dragon-like monster. You are in a race against the other players to determine who can catch the infamous Cryptid first. This snake-like dragon is slippery and likes to hide just out of reach of the players though. It will take a bit of strategy, some social deduction with other players, and well, a bit of luck to find it! Good luck adventurers!
Upon setup, each player, up to a max of 4, will take a hints booklet and tokens of any of the 4 colors. The booklets provide each player with one, and only one, hint as to where the “Cryptid” could be hiding on the game board. The game board has 4 different terrain types, and a few landmark spots such as bear dens, towers, and cougar hideouts, where the monster could be hiding. Once each player has read their clue, they will go around the table a total of 2 times placing small cubes in places where the “Cryptid” is not. This serves two purposes, to assist the game from taking more than the time necessary to have fun, and to allow the players a little early game strategy to throw other players off the scent.
From this point forward, it is up to the players to start deducing what clues they think the other players have. A list of all possible clue types can be found in each booklet to give the players an idea of what to be considering. This also assists the game experience from taking too long. Players will now have 2 options on their turn. They can ask for information from any other player, or they can take a guess as to where they think the “Cryptid” might be. There is NO penalty for guessing the correct answer, but in doing so, if you are incorrect, you are identifying a space to the other players of where your clue may indicate where the “Cryptid” could be located. So guess carefully! As you venture forth to ask clues of other players, they will place either a cube on the space you inquired about, indicating the “Cryptid” could not be in that spot based on their clue, or they will place a disk, indicating that the space could be the space as to where the monster could be hiding. As the board begins to fill with cubes and disks, you will begin to triangulate (just a fun word I LOVE using) where you think the monster may be hiding. When you feel like you’ve got it, then take a guess. If all other players place a disk on the spot you have guessed, then you have located the “Cryptid”!
What I love about this game is its simplicity, but immersion. The game does a great job of creating that on-the-edge-of-your-seat feeling that you are about to get another clue. As I mentioned above, the designers have included some very non-intrusive, but key elements, into the game that prevent it from becoming a waiting game while other players who may be stuck trying to over-analyze the clues and accidentally hijack the time. From the simplistic clues, to the initial cube setting, the game board will fill with clues fairly quick, giving you the opportunity to make some key guesses early on.
It’s this fast paced organization of “Cryptid” that allows for multiple plays, and hopefully multiple winners. Or, if you are my 12 year old son….the winner EVERY time. Don’t ask me how he does it! My wife and I think he has special powers. We may be on to something here! Anyhow, “Cryptid” is a wonderfully whimsical game that will take you on about a 30-45 minute adventure with your friends and family. You will furiously be on the edge of your chair trying to figure out the next clue. The gameplay feels satisfying and smooth, and will leave you wanting to trek across the island again someday to find the ever illusive “Cryptid”! For these reasons, and many more, Purple Phoenix Games gives this one an illusive 19 / 24.
Upon setup, each player, up to a max of 4, will take a hints booklet and tokens of any of the 4 colors. The booklets provide each player with one, and only one, hint as to where the “Cryptid” could be hiding on the game board. The game board has 4 different terrain types, and a few landmark spots such as bear dens, towers, and cougar hideouts, where the monster could be hiding. Once each player has read their clue, they will go around the table a total of 2 times placing small cubes in places where the “Cryptid” is not. This serves two purposes, to assist the game from taking more than the time necessary to have fun, and to allow the players a little early game strategy to throw other players off the scent.
From this point forward, it is up to the players to start deducing what clues they think the other players have. A list of all possible clue types can be found in each booklet to give the players an idea of what to be considering. This also assists the game experience from taking too long. Players will now have 2 options on their turn. They can ask for information from any other player, or they can take a guess as to where they think the “Cryptid” might be. There is NO penalty for guessing the correct answer, but in doing so, if you are incorrect, you are identifying a space to the other players of where your clue may indicate where the “Cryptid” could be located. So guess carefully! As you venture forth to ask clues of other players, they will place either a cube on the space you inquired about, indicating the “Cryptid” could not be in that spot based on their clue, or they will place a disk, indicating that the space could be the space as to where the monster could be hiding. As the board begins to fill with cubes and disks, you will begin to triangulate (just a fun word I LOVE using) where you think the monster may be hiding. When you feel like you’ve got it, then take a guess. If all other players place a disk on the spot you have guessed, then you have located the “Cryptid”!
What I love about this game is its simplicity, but immersion. The game does a great job of creating that on-the-edge-of-your-seat feeling that you are about to get another clue. As I mentioned above, the designers have included some very non-intrusive, but key elements, into the game that prevent it from becoming a waiting game while other players who may be stuck trying to over-analyze the clues and accidentally hijack the time. From the simplistic clues, to the initial cube setting, the game board will fill with clues fairly quick, giving you the opportunity to make some key guesses early on.
It’s this fast paced organization of “Cryptid” that allows for multiple plays, and hopefully multiple winners. Or, if you are my 12 year old son….the winner EVERY time. Don’t ask me how he does it! My wife and I think he has special powers. We may be on to something here! Anyhow, “Cryptid” is a wonderfully whimsical game that will take you on about a 30-45 minute adventure with your friends and family. You will furiously be on the edge of your chair trying to figure out the next clue. The gameplay feels satisfying and smooth, and will leave you wanting to trek across the island again someday to find the ever illusive “Cryptid”! For these reasons, and many more, Purple Phoenix Games gives this one an illusive 19 / 24.

Purple Phoenix Games (2266 KP) rated Bad Guy Nonsense in Tabletop Games
Jul 2, 2020
Bad Guys have been running rampant, and your goal is to stop them and garner some recognition for yourself. However, some of your fellow crime-fighters have their eyes on the same prize, so you must be ready to employ whatever means necessary to capture the most Bad Guys! Whether you capture then yourself, or secure the help of Bounty Hunters, Heroes, Bandits, and more, keep an eye on your captures so they aren’t swiped out from right under you by an opponent… but if you’re sneaky enough maybe you could swipe one of theirs to add to your list of accolades.
Disclaimer: We were provided a PnP copy of Bad Guy Nonsense for the purposes of this preview. Please excuse my lack of a color printer, but know that the final artwork and cards ARE eye-catching, colorful, and clear to read. I do not intend to rehash the entire rulebook in this preview, but rather provide an overview of the gameplay. Check out the publisher’s website to download the rulebook for yourself, and keep an eye out for the Kickstarter campaign coming soon! -L
Bad Guy Nonsense is a card game of hand management and a bit of take that in which players are trying to score the most points by capturing Bad Guys. Here’s how it goes: shuffle the deck and deal 6 cards to each player. On your turn, you will perform one of 3 possible actions: Capture Bad Guy, Discard 1 Card, or Play 1 Special Card. To Capture a Bad Guy, use one of the 4 capture combinations and set the Bad Guy with corresponding cards in your play area. If you choose to Discard 1 Card, select a card from your hand to discard and then draw 1 new card from the draw deck. To play a Special Card, play it to the discard pile and perform its corresponding action. Whatever action you choose to perform, you will always draw back up to 6 cards at the end of your turn. Play continues until the draw deck runs out. Players may then place any remaining Bad Guy captures from their hand into their play area if they have any. Everyone counts up their points – positive points for Bad Guy captures, negative points for Bad Guys still in hand, and 1 point per Nonsense card in hand – and the player with the most points is the winner!
The basis and gameplay are pretty simple and straight-forward, and that’s what I love about Bad Guy Nonsense. It is so easy to teach, learn, and play that I can see this game played in so many situations. Whether I want to introduce some newer gamers to the hobby, or I need a fast and fun filler between longer games, or even if I want something to play with younger gamers, this game hits that sweet spot. Even though the gameplay is pretty simple, it still needs a bit of strategy for success. You need to decide which actions to take and when to ensure maximum benefit for yourself. Are you willing to risk discarding a card in hopes for getting a new one that may be more beneficial? Should you try to steal that high-value capture from an opponent? Or do you just try to fly under the radar, silently amassing your points and hoping your opponents don’t take notice? There are lots of options, and that keeps the gameplay refreshing and engaging. And the Special Card abilities add a fun strategic twist to the game too – from stealing opponent’s captures for yourself to searching the Discard deck for the card you want, you are always on your toes when playing this game.
Let’s talk components. Obviously, as I mentioned earlier, I do not have a color printer, so my PnP version leaves much to be desired. However, the final production copies of the game will feature tarot-sized cards that are bright, colorful, and sturdy in hand. I enjoyed this game so much that I will probably back it to get a copy of that higher quality for myself!
All in all, Bad Guy Nonsense is a fun little card game that can be played in many different situations. The gameplay is relatively light, the rules are simple to understand, and the time to play is the perfect length. Rarely do I play just one game of Bad Guy Nonsense, I will play 2 or 3 at least back-to-back! If you’re looking for a fun game that can be played with the entire family, consider backing Bad Guy Nonsense. It has a great balance of strategy and light-hearted fun that will keep you coming back for more.
Disclaimer: We were provided a PnP copy of Bad Guy Nonsense for the purposes of this preview. Please excuse my lack of a color printer, but know that the final artwork and cards ARE eye-catching, colorful, and clear to read. I do not intend to rehash the entire rulebook in this preview, but rather provide an overview of the gameplay. Check out the publisher’s website to download the rulebook for yourself, and keep an eye out for the Kickstarter campaign coming soon! -L
Bad Guy Nonsense is a card game of hand management and a bit of take that in which players are trying to score the most points by capturing Bad Guys. Here’s how it goes: shuffle the deck and deal 6 cards to each player. On your turn, you will perform one of 3 possible actions: Capture Bad Guy, Discard 1 Card, or Play 1 Special Card. To Capture a Bad Guy, use one of the 4 capture combinations and set the Bad Guy with corresponding cards in your play area. If you choose to Discard 1 Card, select a card from your hand to discard and then draw 1 new card from the draw deck. To play a Special Card, play it to the discard pile and perform its corresponding action. Whatever action you choose to perform, you will always draw back up to 6 cards at the end of your turn. Play continues until the draw deck runs out. Players may then place any remaining Bad Guy captures from their hand into their play area if they have any. Everyone counts up their points – positive points for Bad Guy captures, negative points for Bad Guys still in hand, and 1 point per Nonsense card in hand – and the player with the most points is the winner!
The basis and gameplay are pretty simple and straight-forward, and that’s what I love about Bad Guy Nonsense. It is so easy to teach, learn, and play that I can see this game played in so many situations. Whether I want to introduce some newer gamers to the hobby, or I need a fast and fun filler between longer games, or even if I want something to play with younger gamers, this game hits that sweet spot. Even though the gameplay is pretty simple, it still needs a bit of strategy for success. You need to decide which actions to take and when to ensure maximum benefit for yourself. Are you willing to risk discarding a card in hopes for getting a new one that may be more beneficial? Should you try to steal that high-value capture from an opponent? Or do you just try to fly under the radar, silently amassing your points and hoping your opponents don’t take notice? There are lots of options, and that keeps the gameplay refreshing and engaging. And the Special Card abilities add a fun strategic twist to the game too – from stealing opponent’s captures for yourself to searching the Discard deck for the card you want, you are always on your toes when playing this game.
Let’s talk components. Obviously, as I mentioned earlier, I do not have a color printer, so my PnP version leaves much to be desired. However, the final production copies of the game will feature tarot-sized cards that are bright, colorful, and sturdy in hand. I enjoyed this game so much that I will probably back it to get a copy of that higher quality for myself!
All in all, Bad Guy Nonsense is a fun little card game that can be played in many different situations. The gameplay is relatively light, the rules are simple to understand, and the time to play is the perfect length. Rarely do I play just one game of Bad Guy Nonsense, I will play 2 or 3 at least back-to-back! If you’re looking for a fun game that can be played with the entire family, consider backing Bad Guy Nonsense. It has a great balance of strategy and light-hearted fun that will keep you coming back for more.

Purple Phoenix Games (2266 KP) rated Sequoia in Tabletop Games
Mar 17, 2021
Sequoias are some of the largest trees on Earth, growing hundreds of feet tall and living for thousands of years. A few summers ago I had the chance to visit northern California, and spent a day hiking in a forest full of redwoods and sequoias. The sheer size of the trees was breathtaking, and that hike remains high on my list of favorite vacation spots ever. So when I saw a small game based on those behemoth trees, I was instantly transported back to NorCal, and knew I had to give this game a shot!
Sequoia is a game of dice rolling and area majority in which players are trying to grow the largest trees across different forests. To setup the game, lay out the 11 forest cards on the table within reach of all players, and randomly assign a 1st and 2nd place token to each card. Each player receives 5 dice and 20 tree tokens in their chosen color. The game is ready to begin!
On each turn, players will simultaneously roll their 5 dice – keeping the results secret from all other players! After rolling, players will create 2 pairs using 4 of their dice (one will be left out). Everyone reveals their pairs at the same time, and will place a tree token on the card that matches each of their dice pairs. For example, my pairs might be a 5 and a 2, and a 6 and a 6, so I would put a tree token on the 7 and 12 forest cards. Play continues in this manner (rolling dice, creating pairs, and placing tree tokens), until players have placed all of their tokens. Once all tokens have been placed, the game moves to the scoring phase. For each forest card, the 1st and 2nd place tokens go to the players who have the most and 2nd most tree tokens on the forest card. Once all cards have been scored, count up final points, and the player with the most points wins!
I have to start off by saying that Sequoia really surprised me. I was expecting a fast, light game, and that’s what I got. But I also got a game with a fun amount of player interaction and strategy that keeps all players engaged. You may not know what forest cards a player will choose each turn, but you can see who has already played tree tokens to each card, which can help drive your strategy. Do you want to directly compete with everyone and really pile on the tokens to win 1st place on a card? Or do you want to spread your tokens around to as many forest cards as possible, and hopefully maximize points that are otherwise being ignored by opponents? Especially since the 1st and 2nd place tokens are randomly assigned and have differing values, you really don’t know which forests will yield the highest points until the end of the game. Sequoia is a Yahtzee-esque game that allows direct player interaction, and that elevates the overall gameplay for me.
Let’s talk about components for a minute. These components are great. The forest cards are a nice thick card stock. The tree tokens and 1st/2nd place tokens are all good chunky bits that will definitely hold up over time. And the dice are nice little d6’s that are easy to read and fun to manipulate. The color matching with the dice and tree tokens is also really nice, and I appreciate that uniformity for each player color. All in all, a high quality production for such a small game.
If you ask me, I think Sequoia is a perfect filler game. It is super fast to teach and play, the setup/cleanup takes literally seconds, and it provides an engaging and fun gameplay. Beyond being a filler game, it is a great small standalone game as well. Want something fast to play while the oven is pre-heating for dinner? Pull out Sequoia! I also love that it is simple enough for younger players to understand – it is a numbers game, but you can also visually see what your opponents are working towards, and that lends itself to a good amount of player interaction. Definitely a game that I can see getting a decent amount of table time in my group! Purple Phoenix Games gives this one a sky-rocketing 8 / 12. Check it out, you might be surprised!
Sequoia is a game of dice rolling and area majority in which players are trying to grow the largest trees across different forests. To setup the game, lay out the 11 forest cards on the table within reach of all players, and randomly assign a 1st and 2nd place token to each card. Each player receives 5 dice and 20 tree tokens in their chosen color. The game is ready to begin!
On each turn, players will simultaneously roll their 5 dice – keeping the results secret from all other players! After rolling, players will create 2 pairs using 4 of their dice (one will be left out). Everyone reveals their pairs at the same time, and will place a tree token on the card that matches each of their dice pairs. For example, my pairs might be a 5 and a 2, and a 6 and a 6, so I would put a tree token on the 7 and 12 forest cards. Play continues in this manner (rolling dice, creating pairs, and placing tree tokens), until players have placed all of their tokens. Once all tokens have been placed, the game moves to the scoring phase. For each forest card, the 1st and 2nd place tokens go to the players who have the most and 2nd most tree tokens on the forest card. Once all cards have been scored, count up final points, and the player with the most points wins!
I have to start off by saying that Sequoia really surprised me. I was expecting a fast, light game, and that’s what I got. But I also got a game with a fun amount of player interaction and strategy that keeps all players engaged. You may not know what forest cards a player will choose each turn, but you can see who has already played tree tokens to each card, which can help drive your strategy. Do you want to directly compete with everyone and really pile on the tokens to win 1st place on a card? Or do you want to spread your tokens around to as many forest cards as possible, and hopefully maximize points that are otherwise being ignored by opponents? Especially since the 1st and 2nd place tokens are randomly assigned and have differing values, you really don’t know which forests will yield the highest points until the end of the game. Sequoia is a Yahtzee-esque game that allows direct player interaction, and that elevates the overall gameplay for me.
Let’s talk about components for a minute. These components are great. The forest cards are a nice thick card stock. The tree tokens and 1st/2nd place tokens are all good chunky bits that will definitely hold up over time. And the dice are nice little d6’s that are easy to read and fun to manipulate. The color matching with the dice and tree tokens is also really nice, and I appreciate that uniformity for each player color. All in all, a high quality production for such a small game.
If you ask me, I think Sequoia is a perfect filler game. It is super fast to teach and play, the setup/cleanup takes literally seconds, and it provides an engaging and fun gameplay. Beyond being a filler game, it is a great small standalone game as well. Want something fast to play while the oven is pre-heating for dinner? Pull out Sequoia! I also love that it is simple enough for younger players to understand – it is a numbers game, but you can also visually see what your opponents are working towards, and that lends itself to a good amount of player interaction. Definitely a game that I can see getting a decent amount of table time in my group! Purple Phoenix Games gives this one a sky-rocketing 8 / 12. Check it out, you might be surprised!

Purple Phoenix Games (2266 KP) rated Treasure Hunter in Tabletop Games
Jun 28, 2019
Indiana Jones. Lara Croft. Benjamin Franklin Gates. These were all great treasure hunters. All of them had to overcome incredible riddles, curses, traps, and death-craving dark places to claim their loot. In Treasure Hunter you will be searching for your treasures using mules, scarecrows, and locals in a frozen tundra, a jungle, and a volcano. So, like, exactly the same as Indy and Tomb Raider and the dude from National Treasure.
Obviously I am making light of the theme of this card drafting, set collection, hand management game from Queen Games, but it’s just so fun to imagine yourself as a genuine treasure hunter. DO YOU HAVE WHAT IT TAKES??
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
To setup the game, shuffle the cards and the treasure tiles and place them in their respective resting spots. Place a treasure tile on the MIN and MAX sections of each terrain type on the main board. Assign three goblin tiles to their spots on the cave sections of the main board to be dealt with after your adventure round. Each player receives 15 starting gold to begin their adventure. Deal each player nine cards and you are ready to begin!
To start the game, look at the hand of cards that were dealt, choose one and pass the rest to the leftmost neighbor. This should be familiar if you have ever played any other card drafting game (like Sushi Go!, 7 Wonders, etc). Once you have your complete hand of nine cards you drafted, the hunt may begin. During you draft phase you will have already assessed the main board and decided how you would like your draft to go – do want the maximum red treasure? The minimum blue treasure? All the dogs?? Each terrain type will be scored in order from top down, so whomever has amassed the minimum number of blue values will receive the tile on the MIN section of the tundra, while they who gathered the most value in blue cards will receive the MAX tile. There are cards that can affect your values using a +/- mechanic so that you can hopefully come in the victor on your chosen field.
Once the main treasure hunt is complete and everyone has their treasure tiles, you must figuratively store your treasures in the cave. Predictably, goblins will visit your cave to try to steal your goods, so I hope you had drafted some guard dogs in the first phase of the game to protect your shinies. If not, you will be parting with some of your gold (which are ultimately VPs)! At the end of five rounds following this structure, and reversing draft direction, you flip over the main board to reveal the scoreboard where you can record your earnings (findings?) and determine victory for the greatest Treasure Hunter!
Components: this game comes with a good amount of components – just the way I like it. The main board, treasure tiles, money chits, and goblin tiles are all thick cardboard that are of great Queen Games quality. The cards are great quality too. I really like the double-sided game board that also serves as score board. Another great component collection from Queen Games!
Ok, so I really like this game a lot. I received this game from my wife, who has an uncanny ability to choose games for me that are not on my wish list, but that end up being simply wonderful (see Azul, Saboteur). I really enjoy card drafting games, and when you can go into a draft with a strategy that just is completely obliterated by someone else’s draft is unpredictable fun! So many times I have played this and just KNEW that my 2 of Red was going to win me the MIN tile. But then my opponent busts out a 3 of Red with a -2 card and snags it away from me. It can be frustrating, but it’s also just a testament to really good drafting and counter-strategy. Using the guard dogs to scare off goblins is cool, and the goblin tiles provide you with VPs too. I know it’s kinda kooky and silly, but I really enjoy this one. Richard Garfield has another hit on his hands for me, and I’m not the only one who recognizes it. Purple Phoenix Games gives this one a sneaky 14 / 18.
Obviously I am making light of the theme of this card drafting, set collection, hand management game from Queen Games, but it’s just so fun to imagine yourself as a genuine treasure hunter. DO YOU HAVE WHAT IT TAKES??
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
To setup the game, shuffle the cards and the treasure tiles and place them in their respective resting spots. Place a treasure tile on the MIN and MAX sections of each terrain type on the main board. Assign three goblin tiles to their spots on the cave sections of the main board to be dealt with after your adventure round. Each player receives 15 starting gold to begin their adventure. Deal each player nine cards and you are ready to begin!
To start the game, look at the hand of cards that were dealt, choose one and pass the rest to the leftmost neighbor. This should be familiar if you have ever played any other card drafting game (like Sushi Go!, 7 Wonders, etc). Once you have your complete hand of nine cards you drafted, the hunt may begin. During you draft phase you will have already assessed the main board and decided how you would like your draft to go – do want the maximum red treasure? The minimum blue treasure? All the dogs?? Each terrain type will be scored in order from top down, so whomever has amassed the minimum number of blue values will receive the tile on the MIN section of the tundra, while they who gathered the most value in blue cards will receive the MAX tile. There are cards that can affect your values using a +/- mechanic so that you can hopefully come in the victor on your chosen field.
Once the main treasure hunt is complete and everyone has their treasure tiles, you must figuratively store your treasures in the cave. Predictably, goblins will visit your cave to try to steal your goods, so I hope you had drafted some guard dogs in the first phase of the game to protect your shinies. If not, you will be parting with some of your gold (which are ultimately VPs)! At the end of five rounds following this structure, and reversing draft direction, you flip over the main board to reveal the scoreboard where you can record your earnings (findings?) and determine victory for the greatest Treasure Hunter!
Components: this game comes with a good amount of components – just the way I like it. The main board, treasure tiles, money chits, and goblin tiles are all thick cardboard that are of great Queen Games quality. The cards are great quality too. I really like the double-sided game board that also serves as score board. Another great component collection from Queen Games!
Ok, so I really like this game a lot. I received this game from my wife, who has an uncanny ability to choose games for me that are not on my wish list, but that end up being simply wonderful (see Azul, Saboteur). I really enjoy card drafting games, and when you can go into a draft with a strategy that just is completely obliterated by someone else’s draft is unpredictable fun! So many times I have played this and just KNEW that my 2 of Red was going to win me the MIN tile. But then my opponent busts out a 3 of Red with a -2 card and snags it away from me. It can be frustrating, but it’s also just a testament to really good drafting and counter-strategy. Using the guard dogs to scare off goblins is cool, and the goblin tiles provide you with VPs too. I know it’s kinda kooky and silly, but I really enjoy this one. Richard Garfield has another hit on his hands for me, and I’m not the only one who recognizes it. Purple Phoenix Games gives this one a sneaky 14 / 18.

Purple Phoenix Games (2266 KP) rated Set a Watch in Tabletop Games
Sep 26, 2019
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!

Douglas Branden (7 KP) rated Betrayal at House on the Hill in Tabletop Games
Mar 7, 2019
50 different scenarios (more if you get the expansion) (2 more)
Board layout is different everytime.
Fun theme and aesthetic
Character molds are some of the ugliest I have seen (1 more)
Some scenarios are highly favored towards the traitor or heroes
Great but has flaws
Betrayal at House on the Hill starts you off exploring a haunted house. It is up to you and other explorers to discover rooms and encounter the events that happen inside these rooms. At the beginning everyone works together but in the second half of the game one of you become the traitor and it's up to the rest of you to survive.
I have played this game quite a bit now and have a pretty good feel for this game. It comes with some glaring flaws such as the quality of the game pieces and sometimes overwhelming odds stacked in favor of the betrayer or hero. However, it is undeniable this game is fun for the constant exploration and not knowing what is going to come next.
The bad: Betrayal has some of the worst game pieces I have seen. The character molds are extremely ugly and the character cards are already starting to tear apart after multiple uses. The game play can also be dragged out a little too long especially for people not used to playing these games. I have noticed it is very hard for new players to understand how to play if they happen to become the traitor. You can't help out the traitor understand either as this can reveal the traitors gameplan and ruin the game play.
The Good: I love working as a team and exploring this house together. The events are often interesting and the items you get are usually useful. The scenarios are always interesting and remind me of low budget horror movie plots. You never know what is going to happen everytime you start a new game. I have seen this game also get people to come out of their shells if they are shy because you often have to consult with each other on strategy to defeat whatever comes up when the traitor is revealed.
Overall this is a fun game that should be in anyone's board game collection. Best when you have at least four people. Great for introducing to beginner board game players to board games outside of the popular board games that have been around for ages.
I have played this game quite a bit now and have a pretty good feel for this game. It comes with some glaring flaws such as the quality of the game pieces and sometimes overwhelming odds stacked in favor of the betrayer or hero. However, it is undeniable this game is fun for the constant exploration and not knowing what is going to come next.
The bad: Betrayal has some of the worst game pieces I have seen. The character molds are extremely ugly and the character cards are already starting to tear apart after multiple uses. The game play can also be dragged out a little too long especially for people not used to playing these games. I have noticed it is very hard for new players to understand how to play if they happen to become the traitor. You can't help out the traitor understand either as this can reveal the traitors gameplan and ruin the game play.
The Good: I love working as a team and exploring this house together. The events are often interesting and the items you get are usually useful. The scenarios are always interesting and remind me of low budget horror movie plots. You never know what is going to happen everytime you start a new game. I have seen this game also get people to come out of their shells if they are shy because you often have to consult with each other on strategy to defeat whatever comes up when the traitor is revealed.
Overall this is a fun game that should be in anyone's board game collection. Best when you have at least four people. Great for introducing to beginner board game players to board games outside of the popular board games that have been around for ages.

RəX Regent (349 KP) rated V for Vendetta (2005) in Movies
Mar 7, 2019
Missed the point... Ponderously
Contains spoilers, click to show
"BOLLOCKS!" This is the standard British insult which is banded about by the stereotypical characters as perceived by our American cousins. Or is this a succinct review of the film? Alan Moore, more famously known for Watchmen, was the original author of the graphic novel of the same name, which was published between 1982 and '85 and then later reprinted in full by DC comics, had his name removed during production. The Brothers Wachowski, of The Matrix fame, a seminal film, penned the adaptation and did so without truly understanding the source.
We ended up with a dull, overly bombastic and ponderous take on a much more subversive novel, with stereotypical fascist villains, shown to have taken power by releasing a virus upon the country's population, rather than the comic's thesis on the apathetic voters, legitimately electing them.
This is Hollywood does Britain, and as usual, they got it wrong. This is a sci-fi fantasy, where the hero/terrorist dons a Guy Fawkes mask and romantically spreads revolution across the country. But Hugo Weaving's ranting, good though he always is, is just boring and overblown. He is a Nutter and not in the good sense. I don't understand what gives him the right to blow up Parliament for us? I think that he's the other side of the same coin; a dictator in his own right. Is this the point? Maybe, but that point is lost when the film is trying to walk the fine line between epic political film-making with an edge, and a major comic book adaptation by the creators of the revolutionary Matrix. Though, the ill-conceived sequels should have served as a warning to us all as to what to expect from this project.
When I first watched this, I thought it was okay, but on repeat viewings it just continues to fall further and further down in my estimation. Boring, contrived, and misconceived. The Brothers Grimm Wachowski need to rethink their strategy and their role in the business and they are in no way, shape or form serious filmmakers. They have a fantastic and they did have a revolutionary view of cinematography, but as for being deep and meaningful writers... more ponderous and self absorbed than anything else.
We ended up with a dull, overly bombastic and ponderous take on a much more subversive novel, with stereotypical fascist villains, shown to have taken power by releasing a virus upon the country's population, rather than the comic's thesis on the apathetic voters, legitimately electing them.
This is Hollywood does Britain, and as usual, they got it wrong. This is a sci-fi fantasy, where the hero/terrorist dons a Guy Fawkes mask and romantically spreads revolution across the country. But Hugo Weaving's ranting, good though he always is, is just boring and overblown. He is a Nutter and not in the good sense. I don't understand what gives him the right to blow up Parliament for us? I think that he's the other side of the same coin; a dictator in his own right. Is this the point? Maybe, but that point is lost when the film is trying to walk the fine line between epic political film-making with an edge, and a major comic book adaptation by the creators of the revolutionary Matrix. Though, the ill-conceived sequels should have served as a warning to us all as to what to expect from this project.
When I first watched this, I thought it was okay, but on repeat viewings it just continues to fall further and further down in my estimation. Boring, contrived, and misconceived. The Brothers Grimm Wachowski need to rethink their strategy and their role in the business and they are in no way, shape or form serious filmmakers. They have a fantastic and they did have a revolutionary view of cinematography, but as for being deep and meaningful writers... more ponderous and self absorbed than anything else.