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Goblin Teeth
Goblin Teeth
2020 | Card Game, Dice Game, Fantasy, Humor
You know a game is going to be great when you actually enjoy reading the rules. Please take a moment to consider what I just wrote. I *enjoyed* reading the rules to a game. To this game. Why? Well, the intro to the rules that introduces the setting of the game, is written in the voice of a goblin. For those of you who may uninitiated into fantasy lore, goblins are small, gross humanoids that are greedy and not at all known for their academic prowess. Ok, so the rules started out pretty entertaining. Did this set us up for an entertaining game or a boring slug… er, slog? I have high expectations from Jellybean Games now, so will this be a winner as well?

Goblin Teeth is a fantasy take-that, auction, set collection, dice and card game. Each player is a goblin attempting to impress the goblin boss enough to become the right hand gobbie by offering a collection of items that the boss enjoys.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup, create the offering mat by randomly drawing a red and blue offering card to be placed in their respective locations. Shuffle the Cheat cards and Item cards into separate decks. Each goblin player chooses a set of three matching dice they will use throughout the game. Give each goblin one Cheat card to begin their collection. From the Item cards, place as many Items face-up as the number of players and one more face-down at the end of the row near where the sacrifice altar will be placed. You now have your offer row for the first round and are ready to play.

Before the round begins, all players will roll all three of their dice simultaneously. These dice represent your bid amounts for the Item cards on display (including the face-down Item). Whomever is in possession of the first-player marker will take their turn first. This goblin may choose to play any number of Cheat cards in their hand, and then must place a die on an Item card or into the altar. These Item cards feature items to be collected and used to satisfy an Offering card – like skulls, goblin teeth, glow worms, and others. By placing a die on an Item card, a goblin is casting their bid. By placing a die into the sacrificing altar, the goblin is instead giving up a bid die in exchange for drawing a Cheat card (which can be very powerful). Once the die is placed, the next goblin in clockwise order can take their turn following the same order of operations. The goblin who wins the face-down Item card becomes the new first player and receives the first player token. A new round can now begin by laying out new Items and rolling all dice simultaneously.

The game continues in this fashion until one sneaky goblin has all the Items they need to satisfy one of the Offering cards (or the pre-printed space on the Offering mat). There are dice placement rules and Cheats-a-plenty that I did not describe at all, but per the disclaimer, you can back the game or purchase from your favorite board game retailer (naturally, your FLGS). All goblins then tear each other to shreds over jealousy and greed. Ok, I added that last bit myself, but it should go into the rules. Just sayin’.

Components. Again, this is a prototype version of the game and some components may (and probably will) change over the course of a successful Kickstarter campaign. That said, I will comment on what I can here. The physical components themselves are fine for a prototype game. The cards are big tarot cards that are fun to handle. I hope they keep that size. The first player token in this is a green translucent plastic meeple that I’m sure they will be upgrading during the campaign. Similarly, the dice will more than likely see an upgrade (I am totally projecting here, I have no information on any future plans for components). What needs very little upgrading is the art on the cards. The card backs for the Cheat and Item cards feature an excellent logo (I hope) for the game, and the art on the Item cards are clear and really really good. I hope the art style doesn’t change as the art is amazing here. The Cheat cards look good, are clear, and although they feature several different fonts, I was not at all ever turned off by the presentation.

So here are my thoughts. Goblin Teeth is an excellent game of outbidding your opponents, double-think, and Cheating your way to victory! I absolutely adore this game. Without those Cheat cards it would still be decent, but those Cheats are what make this game special. Being able to play as many Cheat cards as you want on your turn, with some of them being good and some bad, but being able to place them on yourself or your opponents is just gold. I cannot wait to see this game go to Kickstarter and just kill it. Seriously, it’s an amusing, frustrating, beautiful game that I cannot wait to own in its full glory. If you enjoy experiences that pit you against your opponents and you find yourself giggling at thwarting their plans, this is the game for you.
  
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.
  
Arcane Arena
Arcane Arena
2020 | Card Game, Fantasy, Fighting
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!

Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!

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


To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.

The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.

Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.


Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.

Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.

I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.

So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
  
Bandada
Bandada
2020 | Card Game, Dice Game
Though I may not look it, I am indeed half Mexican. That said, the word, “Bandada,” means, “Flock.” I don’t really get to flex my Spanish skills often, and it shows. I definitely looked up the word Bandada before reading the rules this time. In any case, as gamers we all belong to the same nerdy flock of people who just like to have a great time with friends, family, and some colorful cardboard and plastic. Birds and other flying creatures have been all the rage recently, but will I be adding this one to my flock of gems?

In Bandada players are attempting to catch and return birds that have escaped from the local zoo. These birds are attracted to different food morsels (namely black, blue, and yellow dice) and by manipulating the food source players may be able to catch all the right birdies and score tons of points.

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

Disclaimer the second: I am previewing this using the Solo Adventure Variant, which uses many of the same rules as the main multiplayer rules with a few twists.

To setup the solo player will roll all 12 dice and sort them by color. Shuffle the bird cards and reveal three cards face-up in a market row. Grab a scoring cube for the score card, and choose which location card to play. Select (randomly or not) a bonus scoring card and the game may begin!


There are other optional variant rules that can be added to the adventure, but I will not be detailing those here.
Turns are divided into two phases: the Drafting phase and the Cleanup phase. During the Drafting phase the player will choose one of the face-up bird cards to be added to their personal bandada, perform the action described on the top of the card, and then add it to their bandada (personal tableau).

After drafting and bandada-ing the player will perform the Cleanup phase by scoring points based on the bird card abilities printed on the bottom, discarding the remaining face-up cards, and then adding three new birds cards to that market row. This phase differs from the multiplayer rules in that birds are scored once added to the bandada in multiplayer and then again during the Cleanup phase. In the solo mode they are scored only once at the end of the Cleanup phase.

The bird cards all have actions printed at the top that will manipulate the food dice in some way. Actions could simply give the birds a specific number of colored dice and adjust the value up or down. Some abilities will have the player flipping the dice to the opposite side, or adjusting multiple dice by splitting a positive or negative value. Of note in this game is that dice values wrap around the die. For example to increase the value of a 6 die it then wraps around to become a value 1. Manipulation of these food dice will make or break the game success, as I found in all my plays.


The game continues in this fashion until after the fourth full round. The player then totals their score on the score card, adds the points from the bonus card chosen at the beginning, and checks for the victory condition on the location card (the rules suggest starting in Africa). If the player has met the victory condition, the trip was a success! If, like me, the player fails to make 35 points in Africa every time, they must play again!
Components. Again, this is a prototype copy of the game, but I have to say that this is a beautiful minimalistic game. It consists of primarily dice and cards. The dice are translucent and good quality, though translucent yellow with white pips can be hard to read at times. The cards are good quality as well and feature breathtaking avian art. It really does look great on the table and doesn’t take up a ton of room, so I have very few negatives here.

Gameplay is super speedy and agonizing for a solo player. Maximizing points on every turn and having to consider specific win conditions makes for a crunchy little card game that takes about 10 minutes to play. It is definitely something I will be reaching for whenever I have a spare 15 minutes. With setup and teardown I am looking at a fulfilling, if not frustrating, card game experience that can be both anxiety-triggering and also quite calming. I was not sure what to expect when I opened the box, but boy am I glad I have this little gem.

If you are in the market for a great little solo game that can also play multiplayer, looks amazing, and is quick to complete, then look no further. If you are an avian aficionado and need your board and card game collection to reflect this, check out Bandada. I need you all to also promise to write me back once you figure out how to succeed in Africa, as I just plum can’t do it. But I am going to keep trying. As I always say, a game that makes you want to play it more is a mark of a great game, and I think a great game comes in this little box.
  
Orbital Conflict
Orbital Conflict
2019 | Card Game, Science Fiction
Building your space station. Space combat. Space investors. If these ideas interest you and you are intrigued to know how they work in a board game setting, read on. If you don’t care about head-to-head space stations obliterating each other and jockeying for position as the best bet in the cosmos, discontinue reading.

Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T

To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
  
Artemis Fowl (2020)
Artemis Fowl (2020)
2020 | Action, Adventure, Family, Fantasy
Some setpieces (0 more)
Character development (1 more)
Forgettable story
Another Live-Action Disney Adaption Bomb
Contains spoilers, click to show
What is it about fantasy novels that makes them so difficult to translate effectively to the silver screen? It’s not impossible – J.K. Rowling’s Harry Potter series and Peter Jackson’s The Lord of the Rings adaptations are proof that it can be done. More often than not, however, the result is as limp and truncated as Kenneth Branagh’s Artemis Fowl – a few standout moments set adrift in a sea of underdeveloped characters, incomplete backstory elements, and abbreviated world building. Although the problem lies primarily in the difficulties associated with condensing an epic tale into a short-ish movie, the lack of elegance with which that is accomplished makes Artemis Fowl a failure for anyone hoping for the next great fantasy film.

The treatment accorded to Artemis Fowl (the movie condenses elements from the first two volumes of an eight-novel cycle into a single film) recalls a Disney misfire from more than three decades ago. Although The Black Cauldron was animated, it suffered from many of the same problems evident in Artemis Fowl: an oversimplification of the backstory, a rushed narrative with poorly realized characters, and a overall lack of faithfulness to the source material. The Black Cauldron worked better because it at least had a clean ending. Artemis Fowl suffers by trying to both provide a credible stopping point (in case there are no additional films) and offering a lead-in to additional adventures (in case there are additional films).

In the books, 12-year old Artemis (played by Ferdia Shaw, the grandson of Robert Shaw) is presented as an anti-hero (although, over the course of the saga, his villainous attributes fade to be replaced by heroic ones). Here, he’s more of a misunderstood boy-genius whose role as the protagonist is never in question. All of his edges have been smoothed out. The story focuses on Artemis’ efforts to locate and rescue his father, Artemis Fowl Sr. (Colin Farrell), an infamous art thief who has been kidnapped by the twisted evil fairy Opal Koboi. Her ransom for releasing him is that Artemis must locate and obtain a powerful McGuffin. He is joined in his efforts by Lower Elements Police (LEP) fairy police officer Holly Short (Lara McDonnell), giant dwarf Mulch Diggums (Josh Gad), and strongman Domovoi Butler (Nonso Anozie).

Artemis Fowl diverges considerably from the two books that form its basis, Artemis Fowl and Artemis Fowl and the Arctic Incident. Although author Eoin Colfer reportedly “approved” the changes, they push the film into an alternate universe from the one occupied by the novels. Even with the pruning of subplots and condensation of the narrative, 100 minutes is too short to tell the story effectively. None of the characters are well-developed, including Artemis. The boy’s relationship with Holly Short evolves with whiplash-inducing rapidity – one moment, they’re enemies (actually, she’s his prisoner), the next they’re friends. The film’s frenetic pace might work for ADD viewers and preteens but there’s no time for world-building or anything more than the most basic exposition. As a result, Artemis Fowl feels rushed to the point of being exhausting and strangely confusing despite the relatively straightforward storyline.

Kenneth Branagh was undoubtedly selected to direct the film based on his success with two earlier Disney properties: the live-action Cinderella and Marvel’s Thor. Perhaps because Branagh had no input into the screenplay (which was completed before he came on board), the movie lacks the complex psychological qualities he normally brings to his films. Visually, Artemis Fowl is impressive. However, although the fairy world of Haven is beautifully rendered, it appears all-too-briefly. The film’s most impressive sequence, a throwdown with a seemingly invincible troll, is a standout by any definition, but it represents only about five minutes of screen time and there’s nothing else that comes close – not even the muted climax.

As is often the case, Branagh’s presence at the top results in some impressive names in the cast. The young leads are newcomers – this is Ferdia Shaw’s first movie (and it shows – his performance is occasionally wooden) and Lara McDonnell’s third (she’s better, evidencing an indomitable pluckiness) – but the rest of the cast is populated with veterans. Josh Gad, another Disney regular, has the most openly comedic role of the film as Mulch Diggums. Colin Farrell is called on for limited duty as Artemis’ mostly-absent father. Nonso Anozie, who has a history with Branagh, plays Artemis’ protector and advisor. Finally, Judi Dench adds a dose of class as Holly’s no-nonsense boss.

It has taken Artemis Fowl nearly 20 years to traverse the route from page to screen and one senses that neither fans nor newcomers will be especially pleased with the end result. Recognizing that the film faced rough seas, Disney postponed the movie’s originally planned August 2019 release to May 2020 then, when the coronavirus made that impossible, the studio elected to shift the film to its Disney+ platform. Although partially a face-saving gesture (Artemis Fowl would likely have had a similar box office reception to Disney’s underwhelming 2018 release, The Nutcracker and the Four Realms), it at least allows the film to find a large audience in a low-pressure situation.

The bottom line seems to be that, while Disney has shown an aptitude for making many different kinds of movies, fantasy epics aren’t among them. This is one genre the Magic Kingdom should perhaps avoid, leaving such properties to studios that have shown better success (such as Warner Brothers). Artemis Fowl could have been the beginning of a movie franchise but, based on the first installment, it’s more likely a one-and-done outing. Disney can't quite get away from the John Carters can they?


THIS FILM IS AN EXCEPTIONAL BOMB
  
Quests of Valeria
Quests of Valeria
2017 | Card Game, Fantasy
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!

A royal King may rule the city of Valeria, but we all know who really is responsible for the prosperity of this kingdom – it’s YOU, the Guild Masters! Your hard work behind the scenes (providing work for Citizens, and overseeing the completion of various Quests) has helped turn Valeria into the thriving epicenter of life and commerce that it is today! Make sure you keep up the good work, because if you don’t, another Guild Master will jump at the opportunity to outperform you and win the favor of the King!

Quests of Valeria, a game of card drafting and hand management, pits players against each other as they try to hire Citizens to complete Quests and earn Victory Points. Each Quest requires certain Citizen roles and Resources to be completed, so strategy is key! Work efficiently, or another Guild Master could swipe a Citizen or Quest right out from under you! On your turn, you will take 2 actions from these listed: Draw, Hire, Reserve, or Quest. Citizen and Quest cards sometimes have special powers that, when played, allow you to take bonus actions on your turn. The game continues until a player has completed their 5th quest, and then all players count up their Victory Points. The player with the highest score is the winner! In solo play, the game ends when either the Citizen or Quest card deck is completely depleted – the solo player then counts up their Victory Points and tries to beat their personal best score!

As a solo game, Quests of Valeria is played almost exactly the same way, with one main gameplay difference. That difference has to do with the setup and handling of the available Citizen and Quest cards. In group play, Citizens and Quest cards remain in the game until their are either hired, completed, or actively discarded. In solo play, at the end of each turn, the Citizen and Quest cards at the furthest left side of the Tavern Line (play area, see photo below for reference) are discarded permanently from the game. All other cards shift one or more spaces as far left as possible in the Tavern Line and any remaining empty slots are refilled from their respective draw decks. This puts a time limit on how long cards remain in the game without being hired/completed. It really forces you to strategize which Citizens to hire and when since they only appear for a finite amount of time. The same goes for Quests – each turn pushes Quests closer to elimination from the game, so you must act quickly and efficiently to complete as many as you can before they are discarded.

I really like the idea of the shifting Tavern Line in solo play. The game would be so easy without it – there would be no rush to do anything and no real strategy involved since I could just bide my time until I have the appropriate Citizens to complete each Quest. With the shifting line, I do have to come up with an ever-changing strategy. I can’t just focus on one Quest – I have to be looking ahead to see what I need for the next quest and how long I have to complete that one too.

My only dislike of this game is that sometimes it can be slow-going getting your Guild up and running. Sometimes the Citizens and Resources I need just aren’t showing up in the Tavern Line (thanks to my awful card shuffling, I’m sure) and I just get to watch those Quests make their way through the line towards the discard pile. And then usually with my luck, I discard precious cards from my hand to Hire a Citizen that I was waiting for only to have all of those Quests slowly replaced by Quests for the Citizens that I was passing on! Since I can only have a maximum of 8 Citizens in my Guild at any given time, I can’t just recruit everybody until I get a Quest that needs those people. It’s a balancing act for sure, and it’s one that I haven’t quite mastered. I’m sure that once I figure out a better strategy for handling this type of situation, I’ll enjoy the game more. But for now, these stand-stills have me stumped.

Overall, I enjoy Quests of Valeria as a solo game. It requires a decent amount of strategy, and the more I play it, the more I like it. There’s no single strategy for success, and I like to try out different ones with each game – do I try to finish as many easy Quests as possible (fewer VPs each, but more Quests overall), or do I save up my Citizens and go only for the big Quests (lots of VPs, but also lots of required Citizens/Resources)? There’s not a right answer, and I enjoy being able to adapt my strategy to the cards currently in play. For such a simple game (Hire Citizens, complete Quests), Quest of Valeria keeps me engaged the entire time. It’s easy to learn, fast to play, and strategic enough that it keeps you hooked. Give it a try as a solo game – it might surprise you!

https://purplephoenixgames.wordpress.com/2019/03/28/solo-chronicles-quests-of-valeria/
  
Lagoon: Land of Druids
Lagoon: Land of Druids
2014 | Adventure, Exploration, Fantasy
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!

Lagoon is a land of harmony and balance. Or at least it WAS until the rise of humanity. The three spiritual energies that once existed in a perfect equilibrium are now fighting for dominance and control over the destiny of Lagoon. Each energy has amassed a following of druids who are working to ensure that their chosen energy is victorious! Which energy will you choose to serve, and will your choice be the correct one in the end? There’s only one way to find out!

Lagoon: Land of the Druids is a game of tile placement and exploration. You are the leader of a circle of druids, and they will do your bidding throughout the game. On your turn, you will take any/all of these five actions: Move, Summon (add one of your reserve druids to the play area), Explore (add a new site tile to the table), Invoke (use a Site Action), or Unravel (remove a site tile from play). You can perform as many of these actions as you want, as long as you have the appropriate resources to spend. Each tile in the game is double-sided, and each side has a unique action/ability associated with it. Strategy is everything – which tile side should you choose to bring into play, and how can you best use the available abilities to benefit your chosen energy? You also have to keep an eye on your opponents because they might be trying to undermine your plans to help their energy achieve success! The game ends when all tiles have been explored, and then players count up points dependent upon which energy was ultimately dominant. The player with the most points is the winner!

As a solo game, Lagoon plays similarly to the multi-player game. Instead of competing against other humans, you are playing against an AI opponent (fondly referred to as “AJ” in the rulebook). On its turn, alternating with yours, the AI executes three steps – Explore, Unravel, and Invoke (perform an action dependent on which druids the AI currently has in play). Each of those steps is explained in more detail in the rulebook. The game ends as in a normal group game, and the player (either you or the AI) with the highest score wins.

The first thing I should mention are the solo rules themselves – they are very wordy and contain lots of ambiguity. It took me a couple of read-throughs before I felt comfortable trying to play, and even now I still keep the solo rules easily accessible when I do play. With so many moving elements in this game, clear and concise rules are necessary for an unencumbered game.

When I say there are a lot of moving elements, I mean it. At any point, you could have up to 5 druids in play, with access to up to 5 unique site powers to invoke in addition to the basic actions you can take on your turn. And on top of that, your druids are spiritually connected, so a druid on one site can use the power of a different site as long as you have a druid there as well. There are also lots of opportunities to combo powers this way, and unless you’re 100% focused, you could lose track of what you already did or forget to pay for an action. And in a solo game, you’re not only tracking this for yourself, you also have to make sure you’re executing the AI turns correctly. There’s just a lot going on and it can be easy to accidentally skip a step.

The thing I dislike most about playing Lagoon solo is that I have to make decisions for the AI. When placing tiles on AI turns, I get to choose which side to play. When the AI unravels a site, I get to choose which site to remove. It’s hard to play this game honestly because I can just choose whatever will benefit ME the most, and not necessarily act in the AI’s best interest. Obviously, a human opponent would do whatever they want for themselves, but in a solo game I am in control of my opponent. The rulebook does offer ways to alleviate this, but I either honestly forget to refer back to the rules for certain situations, or I just choose to ignore the suggestions. I know, I know, that sounds like a personal problem. And I guess it is. I just don’t like the responsibility of having to play two competing sides because it is hard to stay honest. Since this game is so dependent on strategy and personal decisions, there is no good way for an AI opponent to be successful.

Lagoon: Land of the Druids is a complex game that requires more strategy than you think. That being said, I don’t like to play it solo. Each turn offers lots of opportunities, but so many options can be overwhelming. Having to make decisions for the AI is not enjoyable for me because I am aware that I do not always make the best decision for the AI – it’s just hard for me to consciously make decisions detrimental to my game. The idea of this game is neat, but the execution of the solo rules (from their editing to their actual gameplay) just doesn’t work well for me. Give it a try solo if you want, but you’re not really missing a lot if you don’t.

https://purplephoenixgames.wordpress.com/2019/03/11/solo-chronicles-lagoon-land-of-the-druids/
  
Arctic Scavengers
Arctic Scavengers
2009 | Bluff, Card Game, Fighting
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!

Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?

Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.

Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!

The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.

In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.

The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.

I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.

Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.

https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
  
Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
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!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/