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Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
Cleocatra
Cleocatra
2020 | Abstract Strategy, Ancient, Animals, Puzzle
It is said, and now generally accepted, that Cleopatra and ancient Egyptians revered and respected cats so much that they would include them in the burial sites of pharaohs as protectors of the bodies. Cats can protect the dead from mice and snakes and the like, but I have seen cats. They probably just sat there indifferent and annoyed until they were hungry and then scavenged for food. Some protectors. In any case, I am a sucker for a punny title, and thus our relationship with Sunrise Tornado Game Studio came into being for a preview of their upcoming game Cleocatra.

In Cleocatra players are, “saving cats in the pyramids.” Once these cats are saved and the pyramids cleared (scored) inspectors can sweep through to confirm they have been cleared. While points do not equate to number of cats saved, the first player to earn 23 points will signify the final round of play.

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 probably 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, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

To setup, place the score card on the table somewhere in view of all players. The score card will track, well, scoring as well as be a handy reference sheet for all. Shuffle and stack all triangular cat tiles according to the rulebook and place somewhere within reach of all players. Each player will choose a color, place their score cube on the score card, and take their matching meeples. Keep the brown inspector cubes nearby to be used in play. Per the rules, in turn order, each player will flip a tile from the stack and place one of their meeples upon it. The game may now begin in earnest!

A player will have many choices upon the start of a turn, but a turn must include two total actions: a Tile action and a Rescuer action OR two Rescuer actions. Tile actions include Scout and Search. To Scout, simply turn over the top tile from the stack and place it adjacent to an existing tile on the table. A Search action requires an unoccupied existing tile to be moved from one location to another. Similar to movement in Hive, a Search action must not cause the pyramids structure to break into pieces nor move a completely surrounded tile.

Rescuer actions include Dispatch, Team Up, and Rescue (score). When a player uses Dispatch, they place a meeple on a tile they just previously moved in the Search action. To Team Up, simply place a new meeple on a tile adjacent to another tile with one of that player’s meeples… creating a small team. When a player Rescues, they score for a meeple on a tile according to the rulebook – points are tallied based on different cat tile types being adjacent, with additional points for having team members in adjacent spaces. After a Rescue action is taken, remove the meeple from the tile that was scored and replace it with one of the brown inspector cubes. The inspectors prevent tiles from being moved on future turns until they are placed elsewhere.

Play continues in this fashion until a player has earned or surpassed 23 points. At that time, the current round finishes and the game immediately ends. The player with the most points at the end of the final tally wins and is given a pet cat as a result! Ok, our games have never ended that way, but I would totally give away my cat if I had one.

Components. Again, this is a prototype copy of the game, and it is scheduled to hit Kickstarter soon. However, the art style on this one is super cute. The other components (meeples, inspector cubes, etc) may end up being different and be better color-matched, but for a prototype, they were just fine. I have not yet seen any concept art or anything to comment on, so for components, I have little to say, other than the box art is great, as is the art for the cat tiles. So if that style continues and is stretched to the other components, this is going to be VERY cute.

This one came as a shock to me. So few components, but a lot to think about. Should I bring out a new tile or move the existing ones to create a long string of different cats to score big? Should I put out a new helper? I should put out a new helper. I think the best part about this game for me is the fact that I never really felt like any option was a poor option. I mean, you can definitely tank this one and not get much out of it, but then why play anything? Cleocatra is certainly a game that rewards you for continual plays. The more you play, the better you become. I guess that goes for anything in life, really. The rewards come to those who practice. The game is light, but not light-hearted. If you enjoy the tile movement of Hive, but bugs are too icky, try Cleocatra. If you like small games that can fit on an airplane tray but still give you a challenge, try Cleocatra. If you enjoy games with cats, try Cleocatra.

If this is your kind of game, consider backing it on Kickstarter when it launches on March 11. If you want more information, please visit the game’s website, where you can find downloadable rules and print-n-play files. Tell ’em ol Travis from Purple Phoenix Games sent ya.
  
Twisted Game of War
Twisted Game of War
2020 | Card Game, Fighting, Kids Game, Medieval, Numbers Game
War. The card game nearly everyone knows how to play. You know, throw a card and your opponent throws a card and the highest number wins the played cards. First one to get all the cards wins. Yeah, there’s another rule, but that’s the gist. Well what if War got a small makeover? Would you be interested in checking it out? Let’s find out together!

In Twisted Game of War players take hold of their army and attempt to defeat their opponents by capturing and converting their entire army. The winner is the player who manages to collect all of the cards in the deck and hold every soldier.

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 give each player a reference card, shuffle the deck of remaining cards, and give each player an equal number of cards. The game may now begin!

On a turn each player will simultaneously blindly draw and play one card from the top of their deck to the table. The cards are compared and the winner of the hand is the card with the higher number value. In Twisted Game of War, however, in addition to gaining the played cards the winner will also consult the chart on the reverse of the reference card. This chart shows additional results based on which suit of card bested the other suit. Possible effects include: a random card from the loser’s deck, a bottom card, the top two cards, or even each card returning to its original owner’s deck. As the game progresses, one player will eventually out-duel their opponent to win the game!
Components. This is a deck of cards in a tuckbox. The cards are normal quality and feature a brown back and numbers with different suit on the fronts. Quality-wise everything is fine. Where I have issues is the artistic design choices made for the game. The suits all suggest medieval-esque weapons and armor, and all utilizing metal as primary materials (save for the bow). However, the card backs and logo for the game seem to feature stitching, as you might find in cloth materials. This mismatch does not affect gameplay at all, but made me do the doggy head-cock motion when I noticed it. Similarly, the cards are all, well, boring to look at. Yes, they give the proper elements that are needed: suit and number. And I suppose players aren’t really looking at them too much anyway, as it’s a slightly fancied-up War and cards are played and discarded almost immediately. In any case, I feel an area of opportunity lies with the aesthetic of the game cards.

All in all this is a decent idea pasted onto a “game” that really is not much fun to play anyway. War takes zero skill and has zero choices. Twisted Game of War plays the exact same way, but has the added bonus of at least DOING something on many hands. So I suppose there is merit to be found.

When all is said and done, I still cannot see this as a “game,” as I happen to define the term personally, but I can see value when playing with children. If used with children, the game introduces the “less than” and “greater than” concepts, and children do not need to be able to read in order to play with the suit effect chart, so long as an adult or older child is able to read the results.

When I am hankering for a good card game, I simply cannot suggest Twisted Game of War with typical adult gamers. However, if I need something that my kids can get into, I may be able to pull this out and help teach them simple math and chaos concepts. I like the idea of trying to improve overly-simple games, but I think a bit more care could have gone into production here and it would have elevated this game for me. If you are searching for such a game as this, please hop over to the publisher’s website at: Mental Eclipse Games and tell them Travis sent ya.
  
Taco Ninja Adventure
Taco Ninja Adventure
2017 | Card Game, Dice Game, Fighting
Hello, my name is Travis Lopez. I review board games. I am half Mexican and half European mutt. I like tacos. I like ninjas. I like adventures. That all said, I knew I had to try a game entitled Taco Ninja Adventure right away, just because I like all those things mentioned. Did this one bring the salsa, or did it leave me with a soggy bottom mess?

Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.

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


To setup each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.

Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.

Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.


When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.

I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.

All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.

That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.