Search
Postcard Coloring Book: Designs from Nature with 24 Cards to Color in
Book
Color them in psychedelic neons, in tasteful tones, in vivid orange, in shiny silver and gold! Add...
Purple Phoenix Games (2266 KP) rated Tiger Stripes in Tabletop Games
Nov 25, 2021
So it was one of those days when I was checking my email and noticed something odd. I had a random tracking number sitting in my inbox for a game arriving soon. I didn’t recall requesting this game, so why was I having one shipped? A mystery still to this day. However, I recognized the designer’s last name, but could she be related to the designer in mind that I particularly enjoy? And would this game be any good? I was cautiously hopeful.
Tiger Stripes is a set collection, hand management, drafting game for two to four players. In it, players are young tiger cubs just earning their stripes (a fact I did not know prior to playing: that tiger cubs aren’t born with stripes). Each cub will earn their stripes by drafting the best available cards and utilizing them to the fullest in order to collect sets of prey.
Oh fact check: tigers are born with stripes already, so this game is not based fully on facts.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game (I think), so what you see in these photos is probably what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose their tiger avatar cards and also receive seven Stripe tokens. The card deck is shuffled, and each player is dealt two cards for the starting hand. The remainder of the deck is placed on the table as a draw deck, but five cards are dealt to the table as an offer row. The youngest player goes first, and the stripes are ready to be earned, like Boy Scout badges… but for ferocious tiger cubs.
Turns are taken in three steps. The player must make a choice of one action for the first step of their turn: Draw a card, Take a tiger card, or Capture Prey. A player may choose to blindly draw a card from the top of the deck and add it to their hand as their action. Alternately, the player may instead choose to take a tiger card from the offer row and add it to their hand. Both of these are self-explanatory.
The third action that can be taken is to Capture Prey. A tiger may capture prey from the offer row by discarding cards from their hand with matching symbols to their target cards they wish to capture. Each card in Tiger Stripes has one or more symbols printed in the upper left hand corner. By discarding cards from hand to the discard pile, a player may use all the symbols provided by these cards to match with cards’ symbols from the offer row. For example, a player may discard two tiger cards and a snake card, noting the symbols now provided. By using the purchasing power of these symbols, the player may then draft cards from the offer row by paying their cost in symbols. It is entirely possible for a player to be able to draft cards from hand in order to purchase all available cards in the offer row to be added to their hand. An explanation of the significance of this is coming.
The second step of a turn is mandatory only if the prerequisites are met: every set of three like cards in hand are discarded in return for Stripe Tokens. So, for every set of three matching monkey, snake, deer, and boar, the player will receive one, two, three, or four Stripe Tokens to be added to their avatar card, respectively, with any tiger cards discarded to be treated as wild cards to complete a set. Therefore, a player may wish to purchase all cards from the offer row in an attempt to score multiple sets during this second step to earn as many stripes as possible.
Finally, the third step of the turn is to Replenish the Jungle (the offer row). For any cards drafted in the turn, the player will replace with cards from the draw deck to setup the next player’s turn.
Play continues in this fashion of grabbing cards, discarding cards, and scoring sets for stripes until one player has earned their seventh stripe and won the game!
Components. This game is a deck of cards and a bunch of Stripe Tokens. The cards are all nice quality, with linen finish, but are a bit on the thinner side as far as flimsiness is concerned. I think if players are all somewhat careful this will not pose problems. If so, consider sleeving your copy. The Stripe Tokens are oblong octagons with stripey art. Speaking of the art, throughout the game the art is very cute and cuddly… except for the boar. He is crotchety. I do enjoy finding the stalking tiger somewhat hidden on each card’s art. A great nod to the noble tiger’s hunting ability.
Now, as I was typing the rules breakdown I felt like I was typing quite a lot for as light as the game actually is. In fact, though it says on the box that it is intended for ages 7+ I just couldn’t leave out my little 5-year-old gamer son. He grasped the rules really well, and though he hasn’t developed the best strategy-focused brain skills yet, he is still able to play and enjoy Tiger Stripes. In actuality, he and I had a blast playing through this several times. Yes, it is a resource optimization card drafting game, but to him, it was more like procuring a veritable zoo of cute animals that then offered his tiger the stripes needed to win. And win he did. Several times. This certainly isn’t a game of high strategy and multiple-minute turns, but rather a quick and easy card game with a great little theme.
Is the designer, Isabel duBarry, a relative of the great Philip duBarry? Perhaps. And that is a great thing, because one of our favorite games across the board is Revolution! Perchance game design just runs in the family. I am not sure, so maybe someone can chime in on this here.
When my son adds a game to his rotation, that is a sign of a great little game for us. He has added Tiger Stripes to this rotation and we will be playing the mess out of it here over the next several weeks/months. While this is by no means a gamer’s game, it is absolutely perfect for a game day with kids. My child loves it, and I quite enjoy playing as a tiny tiger out on the prowl for their stripes. If you have littles at home, parents who haven’t quite converted fully into game partners, or newbies you are inviting into the hobby, Tiger Stripes is a good little game to get the party started. It’s quick, easy, features great art and theme, and introduces simple mechanics to hook people on gaming. Go grab a copy and just keep it in your back pocket for those times you need something like this for that one special group in front of you.
Tiger Stripes is a set collection, hand management, drafting game for two to four players. In it, players are young tiger cubs just earning their stripes (a fact I did not know prior to playing: that tiger cubs aren’t born with stripes). Each cub will earn their stripes by drafting the best available cards and utilizing them to the fullest in order to collect sets of prey.
Oh fact check: tigers are born with stripes already, so this game is not based fully on facts.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game (I think), so what you see in these photos is probably what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose their tiger avatar cards and also receive seven Stripe tokens. The card deck is shuffled, and each player is dealt two cards for the starting hand. The remainder of the deck is placed on the table as a draw deck, but five cards are dealt to the table as an offer row. The youngest player goes first, and the stripes are ready to be earned, like Boy Scout badges… but for ferocious tiger cubs.
Turns are taken in three steps. The player must make a choice of one action for the first step of their turn: Draw a card, Take a tiger card, or Capture Prey. A player may choose to blindly draw a card from the top of the deck and add it to their hand as their action. Alternately, the player may instead choose to take a tiger card from the offer row and add it to their hand. Both of these are self-explanatory.
The third action that can be taken is to Capture Prey. A tiger may capture prey from the offer row by discarding cards from their hand with matching symbols to their target cards they wish to capture. Each card in Tiger Stripes has one or more symbols printed in the upper left hand corner. By discarding cards from hand to the discard pile, a player may use all the symbols provided by these cards to match with cards’ symbols from the offer row. For example, a player may discard two tiger cards and a snake card, noting the symbols now provided. By using the purchasing power of these symbols, the player may then draft cards from the offer row by paying their cost in symbols. It is entirely possible for a player to be able to draft cards from hand in order to purchase all available cards in the offer row to be added to their hand. An explanation of the significance of this is coming.
The second step of a turn is mandatory only if the prerequisites are met: every set of three like cards in hand are discarded in return for Stripe Tokens. So, for every set of three matching monkey, snake, deer, and boar, the player will receive one, two, three, or four Stripe Tokens to be added to their avatar card, respectively, with any tiger cards discarded to be treated as wild cards to complete a set. Therefore, a player may wish to purchase all cards from the offer row in an attempt to score multiple sets during this second step to earn as many stripes as possible.
Finally, the third step of the turn is to Replenish the Jungle (the offer row). For any cards drafted in the turn, the player will replace with cards from the draw deck to setup the next player’s turn.
Play continues in this fashion of grabbing cards, discarding cards, and scoring sets for stripes until one player has earned their seventh stripe and won the game!
Components. This game is a deck of cards and a bunch of Stripe Tokens. The cards are all nice quality, with linen finish, but are a bit on the thinner side as far as flimsiness is concerned. I think if players are all somewhat careful this will not pose problems. If so, consider sleeving your copy. The Stripe Tokens are oblong octagons with stripey art. Speaking of the art, throughout the game the art is very cute and cuddly… except for the boar. He is crotchety. I do enjoy finding the stalking tiger somewhat hidden on each card’s art. A great nod to the noble tiger’s hunting ability.
Now, as I was typing the rules breakdown I felt like I was typing quite a lot for as light as the game actually is. In fact, though it says on the box that it is intended for ages 7+ I just couldn’t leave out my little 5-year-old gamer son. He grasped the rules really well, and though he hasn’t developed the best strategy-focused brain skills yet, he is still able to play and enjoy Tiger Stripes. In actuality, he and I had a blast playing through this several times. Yes, it is a resource optimization card drafting game, but to him, it was more like procuring a veritable zoo of cute animals that then offered his tiger the stripes needed to win. And win he did. Several times. This certainly isn’t a game of high strategy and multiple-minute turns, but rather a quick and easy card game with a great little theme.
Is the designer, Isabel duBarry, a relative of the great Philip duBarry? Perhaps. And that is a great thing, because one of our favorite games across the board is Revolution! Perchance game design just runs in the family. I am not sure, so maybe someone can chime in on this here.
When my son adds a game to his rotation, that is a sign of a great little game for us. He has added Tiger Stripes to this rotation and we will be playing the mess out of it here over the next several weeks/months. While this is by no means a gamer’s game, it is absolutely perfect for a game day with kids. My child loves it, and I quite enjoy playing as a tiny tiger out on the prowl for their stripes. If you have littles at home, parents who haven’t quite converted fully into game partners, or newbies you are inviting into the hobby, Tiger Stripes is a good little game to get the party started. It’s quick, easy, features great art and theme, and introduces simple mechanics to hook people on gaming. Go grab a copy and just keep it in your back pocket for those times you need something like this for that one special group in front of you.
Purple Phoenix Games (2266 KP) rated Ticket to Ride in Tabletop Games
Jan 9, 2020
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Purple Phoenix Games (2266 KP) rated Custom Heroes in Tabletop Games
Feb 7, 2022
You know that feeling when you play a game that FEELS familiar, but has really improved on certain aspects? Take, for example, the famed “Yahtzee mechanic” that has been extended and improved upon by so many games. Or the “I Cut, You Choose mechanic” that has shown up in several titles with slight variations to improve it? Well such was my feeling when cracking open Custom Heroes. I thought to myself, “Man, this feels natural in my hands, but it’s better.” I know I left myself open for tons of jokes here, but this is a PG(ish) forum, so keep it classy, everyone.
Custom Heroes is a fantasy/sci-fi-themed, customization, ladder-climbing, trick-taking card game for two to six players. In it players are using their hand of cards to win tricks (a la Tichu). The twist is that each card is able to be upgraded by using various Advancements that are added directly into the same sleeve as the base card. The winner of the game is they who amass 10 or more points and win a subsequent hand.
Before the first game after unboxing, all Character Cards will need to be sleeved. These Character Cards are numbered from 1-10 and come in six sets (one set of 10 cards for each player, at max player count). To setup the game, each player chooses a Player Screen to hide their resources and provide the scoring table. Shuffle the Character cards and deal each player a hand of 10 cards. For this review, I will be using the two-player rules. Players also begin with 1VP Token and 2 Power Tokens, along with an Ascended Form Advancement Card and Kodora Advancement Card. In a two-player game, players begin with three total Advancement Cards, as shown in the photo below. The rest of the VP Tokens and Power Tokens are placed (or thrown, in my case) on the table, and the remainder of the Advancement Cards are shuffled and placed in the bag to be drawn randomly throughout the game. The battle for tricks may now begin!
As with all (most?) trick-taking games, Custom Heroes is played over a series of rounds. However, Custom Heroes is played across three phases: Upkeep, Main, Scoring. During the Upkeep phase, the deck of Character Cards is shuffled and 10 cards are dealt to each player. On each player’s turn during the Main phase, they will decide if they would like to upgrade any card by sleeving Advancement Cards along with the Character Cards. These Advancement Cards are clear plastic and will alter the value of the card, provide special abilities, or provide modifiers to the card’s value. Sleeving new Advancements may be done at any time during the turn, before playing it, but the caveat is that ALL cards are shuffled and dealt to players after every round, so the chances of receiving that same card in future hands diminishes with each additional player at the table!
Once Advancements have been applied, or whilst applying, the players will determine the lead play. A lead could be a single card or several matching cards in a set. The following player will need to play a card, or cards, of the same number, but of higher value. For example, if a single 7 was led, only a single 8, 9, or 10 will beat it. However, if a pair of 5s was led, a pair of 6-10 will beat that lead. Players may pass if they cannot, or choose not to, beat the current trick, and can engage in play on a future trick. Once a player has run out of cards for the hand, or all players have passed. The first player to run out of cards, or the last player to play a card, wins the hand and receives the benefits listed on the scoring table shown below. Again, when a player earns 10 VP and wins a hand, they win!
A few notes about Advancement Cards. The Ascended Form card given to all players at setup will allow the player to win the trick for that round once played. It is essentially a wild insta-win card. That is, unless another player plays an Ascended Form on top of it and wins with the most recent Ascended Form. The Kodora card, however, can be played to the player’s tableau instead of as a card in a trick. When played this way, the player “bets” two VP Tokens that they will win the hand. If they do, they gain an additional two VP Tokens, but lose their bet if they do not finish in 1st Place. All other Advancement Cards may be added to the Character Card sleeve as long as the associated gem icon at the bottom is not already present in the sleeve. As there are four gem slots on Character Cards, each Character may be upgraded four total times.
Components. This one comes with a number of components of different types. The tokens are all small, but not too small, the bag is cool, but obviously the main attractions are the clear plastic cards and sleeves common to the Card Crafting System that AEG produced. I think I first saw this idea of layering plastic cards on top of one another in the Gloom series, though it may have existed even before that. I adore this idea and really fell in love with it when I was big into Mystic Vale, also from John D. Clair and AEG. So components for me get a big ol’ seal of approval. I love ’em.
Similarly, I think the gameplay gets a big seal of approval from me. Like I said, I was big into Mystic Vale for a while, but I think that Cusom Heroes, to me, trumps it in many ways. Though both boxes mention games approximately taking around 45 minutes, I found Mystic Vale to be much longer, mostly due to having to explain and re-explain rules and oddities to players at the table. It feels like Custom Heroes has cut down the complexity of gameplay, especially for newer gamers. I can bring out Custom Heroes and have it taught and played in under an hour – a feat I still haven’t mastered with Mystic Vale.
I think that I also prefer the trick-taking style of Custom Heroes a bit more. My family really enjoys playing Euchre at family reunions and other events, and while Custom Heroes isn’t a Euchre clone at all, the feel is very similar. There is still a led card, and cards that are more valuable to be played atop them in order to win tricks. While there isn’t necessarily any suits in Custom Heroes, the ability to trump an entire hand with an Ascended Form Advancement or other Advancements adds a layer (see what I did there) of strategy and tactics that is just so satisfying. I am a big fan of games that allow players to upgrade their starting resources, or level up their characters, and this one fits right inside a little 60 minute pocket and is relatively easy to teach and play.
All in all, I am so glad I found this one at my FLGS (well, not super local), and there was a big sale going on. I picked it up solely for the Card Crafting System logo and it was a big hit for me. This will completely replace Mystic Vale for me in my collection, and I couldn’t be happier with that. If you are looking for something quick, easy, but full of choices and modifications, this is certainly the game for you. It’s the game for me, and that’s why Purple Phoenix Games gives Custom Heroes a mostly-upgraded 5 / 6. Could this reach into my Top 10 someday, or earn a Golden Feather Award? It is entirely possible. We shall see with more and more plays. I am excited to give it many more plays and find out! Are you in?
Custom Heroes is a fantasy/sci-fi-themed, customization, ladder-climbing, trick-taking card game for two to six players. In it players are using their hand of cards to win tricks (a la Tichu). The twist is that each card is able to be upgraded by using various Advancements that are added directly into the same sleeve as the base card. The winner of the game is they who amass 10 or more points and win a subsequent hand.
Before the first game after unboxing, all Character Cards will need to be sleeved. These Character Cards are numbered from 1-10 and come in six sets (one set of 10 cards for each player, at max player count). To setup the game, each player chooses a Player Screen to hide their resources and provide the scoring table. Shuffle the Character cards and deal each player a hand of 10 cards. For this review, I will be using the two-player rules. Players also begin with 1VP Token and 2 Power Tokens, along with an Ascended Form Advancement Card and Kodora Advancement Card. In a two-player game, players begin with three total Advancement Cards, as shown in the photo below. The rest of the VP Tokens and Power Tokens are placed (or thrown, in my case) on the table, and the remainder of the Advancement Cards are shuffled and placed in the bag to be drawn randomly throughout the game. The battle for tricks may now begin!
As with all (most?) trick-taking games, Custom Heroes is played over a series of rounds. However, Custom Heroes is played across three phases: Upkeep, Main, Scoring. During the Upkeep phase, the deck of Character Cards is shuffled and 10 cards are dealt to each player. On each player’s turn during the Main phase, they will decide if they would like to upgrade any card by sleeving Advancement Cards along with the Character Cards. These Advancement Cards are clear plastic and will alter the value of the card, provide special abilities, or provide modifiers to the card’s value. Sleeving new Advancements may be done at any time during the turn, before playing it, but the caveat is that ALL cards are shuffled and dealt to players after every round, so the chances of receiving that same card in future hands diminishes with each additional player at the table!
Once Advancements have been applied, or whilst applying, the players will determine the lead play. A lead could be a single card or several matching cards in a set. The following player will need to play a card, or cards, of the same number, but of higher value. For example, if a single 7 was led, only a single 8, 9, or 10 will beat it. However, if a pair of 5s was led, a pair of 6-10 will beat that lead. Players may pass if they cannot, or choose not to, beat the current trick, and can engage in play on a future trick. Once a player has run out of cards for the hand, or all players have passed. The first player to run out of cards, or the last player to play a card, wins the hand and receives the benefits listed on the scoring table shown below. Again, when a player earns 10 VP and wins a hand, they win!
A few notes about Advancement Cards. The Ascended Form card given to all players at setup will allow the player to win the trick for that round once played. It is essentially a wild insta-win card. That is, unless another player plays an Ascended Form on top of it and wins with the most recent Ascended Form. The Kodora card, however, can be played to the player’s tableau instead of as a card in a trick. When played this way, the player “bets” two VP Tokens that they will win the hand. If they do, they gain an additional two VP Tokens, but lose their bet if they do not finish in 1st Place. All other Advancement Cards may be added to the Character Card sleeve as long as the associated gem icon at the bottom is not already present in the sleeve. As there are four gem slots on Character Cards, each Character may be upgraded four total times.
Components. This one comes with a number of components of different types. The tokens are all small, but not too small, the bag is cool, but obviously the main attractions are the clear plastic cards and sleeves common to the Card Crafting System that AEG produced. I think I first saw this idea of layering plastic cards on top of one another in the Gloom series, though it may have existed even before that. I adore this idea and really fell in love with it when I was big into Mystic Vale, also from John D. Clair and AEG. So components for me get a big ol’ seal of approval. I love ’em.
Similarly, I think the gameplay gets a big seal of approval from me. Like I said, I was big into Mystic Vale for a while, but I think that Cusom Heroes, to me, trumps it in many ways. Though both boxes mention games approximately taking around 45 minutes, I found Mystic Vale to be much longer, mostly due to having to explain and re-explain rules and oddities to players at the table. It feels like Custom Heroes has cut down the complexity of gameplay, especially for newer gamers. I can bring out Custom Heroes and have it taught and played in under an hour – a feat I still haven’t mastered with Mystic Vale.
I think that I also prefer the trick-taking style of Custom Heroes a bit more. My family really enjoys playing Euchre at family reunions and other events, and while Custom Heroes isn’t a Euchre clone at all, the feel is very similar. There is still a led card, and cards that are more valuable to be played atop them in order to win tricks. While there isn’t necessarily any suits in Custom Heroes, the ability to trump an entire hand with an Ascended Form Advancement or other Advancements adds a layer (see what I did there) of strategy and tactics that is just so satisfying. I am a big fan of games that allow players to upgrade their starting resources, or level up their characters, and this one fits right inside a little 60 minute pocket and is relatively easy to teach and play.
All in all, I am so glad I found this one at my FLGS (well, not super local), and there was a big sale going on. I picked it up solely for the Card Crafting System logo and it was a big hit for me. This will completely replace Mystic Vale for me in my collection, and I couldn’t be happier with that. If you are looking for something quick, easy, but full of choices and modifications, this is certainly the game for you. It’s the game for me, and that’s why Purple Phoenix Games gives Custom Heroes a mostly-upgraded 5 / 6. Could this reach into my Top 10 someday, or earn a Golden Feather Award? It is entirely possible. We shall see with more and more plays. I am excited to give it many more plays and find out! Are you in?
Raptor
Tabletop Game
Mamma Raptor has escaped from her run and laid her eggs in the park. A team of scientists must...
Boardgames 2BrunosGames DinoGames 2015Games 2playergames
Purple Phoenix Games (2266 KP) rated Barnyard Roundup in Tabletop Games
Apr 12, 2021
I live in Illinois. I can see cornfields from my house. I do not live on a farm, but have visited farms in the past. There is more to Illinois than Chicago and corn. That all said, farming games tickle me so much and I just enjoy playing them. So imagine my interest level when you combine a publisher known for excellent productions, the designer from said publisher, a member of an art studio in my top three favorite board game artists (Kwanchai and The Mico for the others), and a theme that I already enjoy. This is going to be great! Right?
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, 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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, 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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Flash Point: Fire Rescue
Tabletop Game
A wild cooperative game in the same light as the popular Pandemic. You are fire fighters takes with...
Purple Phoenix Games (2266 KP) rated Christmas Lights in Tabletop Games
Dec 29, 2020
A Christmas game? Me?? I have never really been super into Christmastime. My wife (and kids obvs) are mega Christmas fiends, and I am trying to get more into the spirit all the time. So when a call for reviewers went out for this one, I wanted to give it a shot especially now during mid-December. For my wife, of course. Certainly not for me… Certainly not for me.
Christmas Lights is a card game for two to six players that has each player attempting to organize their tangle of light strands into some sort of order. However, as the lights aren’t yet on players are working in the dark. Therefore players cannot see the lights they are untangling and will need help from other players along the way.
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 a game shuffle and place out the Event, Pattern, and Bulb card decks into their piles. Deal each player five Bulb cards face-down and two Pattern cards. Each player will also be given a random Character card and player aid card. Whomever is dealt the Santa character will be the first player. The players will consult their Pattern cards and choose one to begin working on initially. The game is now ready to begin!
On a turn a player has the opportunity to take four different actions, in their specific order: Play, Swap, Sale, and Refill. To Play one or more cards, simply choose it/them from hand and place it/them down to begin or continue the strand pictured on the first Pattern card in exact sequence order. Should a player wish to Swap cards with another player, they simply take the swap card from their hand and grab whichever card they please from an opponent’s hand to be placed in their own. Next the player may offer a card from their hand to be sold to other players during the Sale phase. Should another player wish to purchase the card, they spend not money but information to the seller. This information comes in the form of answers to yes/no questions about cards in the active player’s hand. Wait, why, you ask? Because player hands in this game are played facing away from the player, exactly like are played in Hanabi. That’s right, players do not see the cards in their own hands, but rather every other player’s hand. Once some or all of these phases have been played, the active player will need to Refill their hand back up to five cards. It is now the next player’s turn.
Each of these steps will need to be taken in order. Should a player not wish to Swap, for example, they may not hold a Sale and then decide to Swap afterward.
Some Bulb cards are special. These include the Broken Bulb, the Bubble Bulb, and the Plug. A player may place a Broken Bulb anywhere in their strand sequence as a temporary placeholder, but it will need to be covered up by the correctly-colored Bulb card in the future before the player is able to score the strand. The Bubble Bulb is essentially a Wild Bulb and can be played in place of any colored Bulb. However, once played it will remind the player to draw and play an Event card immediately. These Event cards may be either good or bad for the active player, so there is risk in playing the wild Bubble Bulbs. Once the first strand is completed per the appropriate Pattern card, the player will need to play a Plug card in order to connect their first strand to their next. Then the player will be able to begin work on their second strand.
Play continues in this fashion of blind play and deduction of held cards until one player successfully completes both of their Pattern cards. Every player will be able to take the same amount of turns, and if there is a tie between players the used Broken and Bubble Bulb cards will be taken into consideration to determine the winner.
Components. This is a card game. There are a lot of cards. The cards are all great quality, and though I have seen reports of flimsy stock or even see-through quality thickness, I have not had this issue (though I believe I have the second edition of the game, so that might be a difference existing between the editions). The art on the cards is very cute and endearing. Each color of bulb is also a different shape so our colorblind friends should have an easier time playing as well. Each card is laid out well and I have no complaints about components at all.
The gameplay is such that I believe players will either love or hate. Not being able to see the cards in your hand can certainly be stressful and frustrating, but it is a very light card game. Get over it. Again, if you have played Hanabi before, you know the feeling. But it changes the game so drastically when you have to remember what’s in your hand at all times, and when players are swapping with you left and right it is definitely easy to forget what’s going on in your hand. Not that I ever had that problem… Okay, it happens all the time, but I just laugh it off.
I do love this little game and am so happy I took a chance on it. Though I am still learning to love Christmas (Halloween is my jam), this game has a ton going for it. In addition to the game I have loosely described in this review Christmas Lights comes with a booklet that has rule sets for 12 different games that can be played with the included components. TWELVE EXTRA GAME MODES. That’s crazy! So when purchasing Christmas Lights people are actually purchasing 13 games in one box, with two of those modes being for Solo players. The variety and replayability here is off the charts and I am excited to play through the other game modes as soon as I can, and I know my wife will be into as well.
That said, having a Christmas-themed game that delights my wife and I equally is certainly something that I can easily recommend. Purple Phoenix Games gives this one a cheery 10 / 12 for its portability, variability, cute art, and great game play. If you see it in stores, pick up a copy. I am going out on a limb and saying that you could even play this game when it’s NOT Christmastime and still have a great experience with it. If you are looking for something a little different and like Hanabi but wish for something else, give Christmas Lights a shot. Hopefully you will find it as charming as we both do. Oh, and a little pro tip: pour yourself a mug of chai and grab a gingerbread cookie whilst playing. Not necessary, but it certainly works for us. Happy Holidays, ALL holidays, everyone!
Christmas Lights is a card game for two to six players that has each player attempting to organize their tangle of light strands into some sort of order. However, as the lights aren’t yet on players are working in the dark. Therefore players cannot see the lights they are untangling and will need help from other players along the way.
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 a game shuffle and place out the Event, Pattern, and Bulb card decks into their piles. Deal each player five Bulb cards face-down and two Pattern cards. Each player will also be given a random Character card and player aid card. Whomever is dealt the Santa character will be the first player. The players will consult their Pattern cards and choose one to begin working on initially. The game is now ready to begin!
On a turn a player has the opportunity to take four different actions, in their specific order: Play, Swap, Sale, and Refill. To Play one or more cards, simply choose it/them from hand and place it/them down to begin or continue the strand pictured on the first Pattern card in exact sequence order. Should a player wish to Swap cards with another player, they simply take the swap card from their hand and grab whichever card they please from an opponent’s hand to be placed in their own. Next the player may offer a card from their hand to be sold to other players during the Sale phase. Should another player wish to purchase the card, they spend not money but information to the seller. This information comes in the form of answers to yes/no questions about cards in the active player’s hand. Wait, why, you ask? Because player hands in this game are played facing away from the player, exactly like are played in Hanabi. That’s right, players do not see the cards in their own hands, but rather every other player’s hand. Once some or all of these phases have been played, the active player will need to Refill their hand back up to five cards. It is now the next player’s turn.
Each of these steps will need to be taken in order. Should a player not wish to Swap, for example, they may not hold a Sale and then decide to Swap afterward.
Some Bulb cards are special. These include the Broken Bulb, the Bubble Bulb, and the Plug. A player may place a Broken Bulb anywhere in their strand sequence as a temporary placeholder, but it will need to be covered up by the correctly-colored Bulb card in the future before the player is able to score the strand. The Bubble Bulb is essentially a Wild Bulb and can be played in place of any colored Bulb. However, once played it will remind the player to draw and play an Event card immediately. These Event cards may be either good or bad for the active player, so there is risk in playing the wild Bubble Bulbs. Once the first strand is completed per the appropriate Pattern card, the player will need to play a Plug card in order to connect their first strand to their next. Then the player will be able to begin work on their second strand.
Play continues in this fashion of blind play and deduction of held cards until one player successfully completes both of their Pattern cards. Every player will be able to take the same amount of turns, and if there is a tie between players the used Broken and Bubble Bulb cards will be taken into consideration to determine the winner.
Components. This is a card game. There are a lot of cards. The cards are all great quality, and though I have seen reports of flimsy stock or even see-through quality thickness, I have not had this issue (though I believe I have the second edition of the game, so that might be a difference existing between the editions). The art on the cards is very cute and endearing. Each color of bulb is also a different shape so our colorblind friends should have an easier time playing as well. Each card is laid out well and I have no complaints about components at all.
The gameplay is such that I believe players will either love or hate. Not being able to see the cards in your hand can certainly be stressful and frustrating, but it is a very light card game. Get over it. Again, if you have played Hanabi before, you know the feeling. But it changes the game so drastically when you have to remember what’s in your hand at all times, and when players are swapping with you left and right it is definitely easy to forget what’s going on in your hand. Not that I ever had that problem… Okay, it happens all the time, but I just laugh it off.
I do love this little game and am so happy I took a chance on it. Though I am still learning to love Christmas (Halloween is my jam), this game has a ton going for it. In addition to the game I have loosely described in this review Christmas Lights comes with a booklet that has rule sets for 12 different games that can be played with the included components. TWELVE EXTRA GAME MODES. That’s crazy! So when purchasing Christmas Lights people are actually purchasing 13 games in one box, with two of those modes being for Solo players. The variety and replayability here is off the charts and I am excited to play through the other game modes as soon as I can, and I know my wife will be into as well.
That said, having a Christmas-themed game that delights my wife and I equally is certainly something that I can easily recommend. Purple Phoenix Games gives this one a cheery 10 / 12 for its portability, variability, cute art, and great game play. If you see it in stores, pick up a copy. I am going out on a limb and saying that you could even play this game when it’s NOT Christmastime and still have a great experience with it. If you are looking for something a little different and like Hanabi but wish for something else, give Christmas Lights a shot. Hopefully you will find it as charming as we both do. Oh, and a little pro tip: pour yourself a mug of chai and grab a gingerbread cookie whilst playing. Not necessary, but it certainly works for us. Happy Holidays, ALL holidays, everyone!
Black Skull Island
Tabletop Game
Seas of peril you’ve crossed, fighting monsters and men, to set foot on the fabled Black Skull...
PirateGames CardGames PartyGames
Purple Phoenix Games (2266 KP) rated Crazier Eights: Pantheon in Tabletop Games
Aug 25, 2020
DISCLAIMER: We have previously previewed Crazier Eights: Olympus, and this preview has much of the same verbiage as the two games share most things. Near the end of the preview are my thoughts about the differences in Pantheon vs Olympus. We will also be previewing Crazier Eights: Camelot, and that will also detail the differences between the other sets we have tried.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Pantheon.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Pantheon (which I will from here call C8P) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8P strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Pantheon! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the second Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and will be playing Camelot soon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
The Pantheon set, specifically, seems to contain more cards that allow players to steal Assets from other players, and also cards that allow players to discard more than one card each turn. These are very interesting adjustments to our first experience of Crazier Eights, and from what we were told, Pantheon can be played as a standalone OR as an expansion to throw into any other set. There are less cards in Pantheon than in Olympus or Camelot (and the other base sets I assume), but the gameplay is the same, and is super quick.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Pantheon.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Pantheon (which I will from here call C8P) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8P strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Pantheon! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the second Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and will be playing Camelot soon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
The Pantheon set, specifically, seems to contain more cards that allow players to steal Assets from other players, and also cards that allow players to discard more than one card each turn. These are very interesting adjustments to our first experience of Crazier Eights, and from what we were told, Pantheon can be played as a standalone OR as an expansion to throw into any other set. There are less cards in Pantheon than in Olympus or Camelot (and the other base sets I assume), but the gameplay is the same, and is super quick.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.