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Citadels
Citadels
2016 | Bluff, Card Game, City Building, Fantasy, Medieval
It has been documented several times that I, Travis Lopez, would be a horrible city planner. So why do I keep playing these games that require me to build city buildings and components and why do I enjoy them so much? Well, truth be told, this is a game that I had traded for years ago, got rid of, missed terribly, and repurchased. However, this is the newer version that includes a lot more in the box. Does it mean that the game is better? More stuff means better game, right?


In Citadels players will be donning the mantle of potential Master Builders and will need to build the greatest buildings within the city and manipulate the powers of special people within its walls. The game ends when a player has built their seventh district building. The player with the most VP at this time will be crowned Master Builder and winner of Citadels!
To setup, decide which eight characters will be used in the game, gather their cards and tokens, and place their tokens in ascending order on the table. This is to remind all players which characters (and their rank) is in play. Assemble the district (building) cards per the rules and shuffle the deck. Deal each player four of these district cards along with two gold coins. The eldest player will begin the game as the current First Player (complete with crown mini) and will begin the first phase of the first round.

Citadels is played over several rounds, each with two phases played within. The first phase is the Selection Phase, where the current First Player takes the character cards, shuffles them, adds zero to two cards (dependent upon number of players) face-up on the table and one card face-down. They then choose from the cards remaining in hand which character’s powers they would like to enact for the turn. The cards are passed to the next player in line who will do the same, and so on around the table.

Once all players have chosen their character card, the Turn Phase can begin. The current First Player (the one with the crown) will announce the characters in rank order, with the lowest character going first. In a typical game using only original base characters, this is “1: Assassin.” Whomever chose the Assassin card will flip over their character card, perform its special power, and then continue with their turn. In this case, the Assassin’s special power is to announce the name of a CHARACTER to assassinate. NOTE: This does NOT mean the name of the PLAYER. So the Assassin could choose to assassinate the King character, not the Travis player. After the character has used their power, the player can continue with the rest of their turn, though some character powers may be used at any time during the player’s turn.


After the character power is used, the player will gather resources in the form of two gold coins from the bank or by drawing two district cards from the deck and choosing one to keep in hand. After this choice, the player may then build one district in their play area if they wish and if they can afford to do so. Once complete, the crowned First Player will call out the next character rank (2: Thief in our example) who will continue their turn in the same way. The game continues in this fashion until a player has built their seventh district. The round continues until all players have had an equal amount of turns. Players then count VP on district cards and bonuses per the rulebook. The player with the most VP at the end of the game is crowned the Master Builder and winner of Citadels!
Components. I have to say that I enjoyed the components in the older version of Citadels I used to have just fine. I had sleeved all my cards, and the gold coins were nice back in the day. This version, however, includes many more components and each one is higher quality than the previous version’s. The art on the cards has been updated and is much much nicer now as well. The addition of the crown mini, the character tokens, and other components not mentioned here merely increases my love for Citadels. Windrider has knocked it out of the park with this version. And that’s saying nothing about all the additional characters now included in the game! Oh boy, so much variability!

Along with that variability is the customization of the game. You can play with one of the six pre-constructed provided suggestions in the rulebook or create your own combination of different characters. With three versions of each rank, many possibilities are… possible.

I do love Citadels, and with the right group can be a show-stopper all on its own. Some players may get a little offended or sassy because there is a fair amount of Take That in Citadels with the character interactions, so if playing with people who don’t understand the difference between a game and real life, I would prep them appropriately. I love being able to outwit my opponents by drafting certain characters they didn’t think I would want. Keeping them all on their toes during the game is sneaky fun.

So for me, with the amount of replayability, high quality and excellent components, and cutthroat gameplay I simply adore Citadels. I can pull it out with different groups and have different play experiences and try to tailor the character offering to the strengths of my players, or simply use one listed in the back of the rulebook. Purple Phoenix Games gives Citadels an underhanded, yet scholarly 21 / 24. It’s a stunning, magical, wonderful game and one of Bruno Faidutti’s best ever! Surely this is already in your collection, right? If not, make it so.
  
Similo: Spookies
Similo: Spookies
2021 | Card Game, Deduction, Fantasy, Mythology
Anyone who knows my gaming preferences will tell you that I am not at all a fan of many party games. I just find them less that gratifying, with usually little to no skill or strategy involved, and also typically invites lewd and disgusting suggestions and behaviors. No thanks. However, upon seeing many reviewers that I trust showing off their hauls from recent conventions including games from the Similo series, I just had to find out why. Have I been missing out, or is this just another lame excuse for a “party game?”

Similo: Spookies (which I will just call Similo from here on out, as they are all basically the same, but with different themes) is a party card game where one player knows information and attempts to persuade the other players to choose the correct character SILENTLY. One game lasts five rounds or less, and many times players will want to play multiple games in a row.


To setup, shuffle the deck of cards and place it face-down on the table. The player chosen to be the “Clue Giver” will then secretly look at the top card. This card will be the secret character for the entire game. Along with this card, the Clue Giver will draw an additional 11 cards and shuffle them. Next, lay out the 12 characters face-up in a 4×3 grid, so that all players can see. Finally, the Clue Giver draws another five cards to act as their starting hand of clues. The game may now begin in earnest!
The game lasts no more than five rounds, and each round is played mostly the same. During the first round the Clue Giver will place a card from their hand onto the table in either Portrait or Landscape mode (I know there are different words to describe these orientations, but they are failing me now). When a card is in Portrait mode, the Clue Giver is letting the players know that the secret character has similarities to the played card. Landscape placement means that the secret character has differences from the card played.


At the end of the first round, the other players must discuss and decide one card from the grid to remove from play, based on the Clue Giver’s information. If the card removed is the secret character (or at any time the secret character is removed in this way) the players all immediately lose the game. However, if the players have removed an appropriate character card, then the game moves to the second round. Each subsequent round is played exactly the same way, except the number of cards removed will match the round number being played. For example, during the third round three cards will be removed. The only exception here is the very last fifth round. During this round there will only be two cards remaining, and the players will need to choose the correct one to win the game. Win or lose, all players will most likely request to play another game with a different Clue Giver.
Components. This game is 30 cards in a tuckbox. The cards are all great quality with excellent linen finish. They each have the character’s name on the upper left corner and a small thematic quip on the lower right corner. The big thing here is the utterly amazing character art by Naiade (Seasons, Tokaido, Isla Dorada, etc). They are each so wonderfully illustrated, and they have to be, considering the entire game is based on the similarity or differences of each card. I was so very pleasantly surprised to see this beautiful set of cards pop out of the box when I opened it. Zero issues with components here.

This game is low-key a thinking person’s puzzle. How can I get the group to exclude one card specifically and throw away all the others? What the heck is this Clue Giver trying to tell us? What exactly is an Oni? With the right group of gamers, especially those that share many inside jokes and experiences, this could be a nightly hit. Now, determining the difference between Frankenstein’s Monster and a Zombie may be harder than you thought, so do be careful with those technicalities.

This one really reminds me of a much more compact version of Deception: Murder in Hong Kong. There is a silent Clue Giver in both trying to guide the other players to the right answer using cards. If I can get the same feeling from a game featuring 30 cards versus about 300 I might have a replacement situation on my hands here.

For its tiny table presence, excellent artwork, and overall game play, Purple Phoenix Games gives this one a bone-chilling 4 / 6. I know at this very second that my score is hanging in the balance. I want it to be a 5 so very badly, and I feel that it may actually get there, assuming I can play with larger groups of people and a variety of types of gamers. For now, I am happy with the 4 it is assigned. If you are like me and didn’t know you needed a smaller game in your collection that can give similo experiences to bigger boxes, give this one a shot.

Oh PS – You can also combine the different sets into a larger and more chaotic game. I’m not sure I have the huevos for that quite yet, but I think a good counterpart to this Halloween-themed set may be the Fables or Myths sets. Let me know if you have combined these two and if my hunch is correct. I’m going to go fanboy over Naiade’s art now.
  
The Imposter Kings
The Imposter Kings
2021 | Card Game, Deduction, Medieval, Science Fiction
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading to find out!

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. -L

The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!

On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!


That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.


Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
  
Hiding Hitler
Hiding Hitler
2021 | Card Game
Adolf Hitler was an abomination of a person, can we all agree? Now that THAT is out of the way, let’s talk card games based on a character from history named Hitler. This game is based on a historical figure, but once translated to cardstock becomes simply the target of victory. When I heard the pitch (I paraphrased by quite a bit) for Hiding Hitler I immediately winced, as the subject matter makes me wince. But I took a chance on the game, and I am here to let you know that it will be okay, this is merely a card game, but if you are offended by the subject matter, please check out any of our other reviews that contain zero references to horrible people.

Hiding Hitler is a hand management, take that card game for four to six players. In it, players are trying to end the game with either the Hitler card in their hand or the Death token in their possession. The game is played over a series of turns and ends once the final turn has been taken, following the draw of the final card from the draw deck.

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, shuffle the deck of cards and deal six cards to each player. Set the draw deck in the middle of the table, along with the other components. The left of the deck is considered the “Graveyard” and the right side of the deck is the “Action Pile.” Depending on the game mode chosen to play, the Hitler card may be in one of the players’ hands (Blitzkrieg mode – faster because Hitler is already in one player’s hand) or possibly in the draw deck (Strategic mode – slower if Hitler starts in the draw deck). The first player is now able to begin taking their turn and the hunt (or hiding) of Hitler may begin!
On a turn a player may play any amount of Action, Attack, or Instant cards from their hand, resolved one at a time. Action cards are just that: cards that allow for some type of action, be it drawing more cards, or having the entire table draw more cards. Attacks are targeted at a specific player and that player will need to roll the die in order to achieve the Attack card’s victory condition. For example, the Attack card may instruct the attacked to roll higher than value 2 on the die. If they beat that number nothing happens. However, should they roll a 1 (or simply not meet the number on the card) the failing player will need to discard Hitler to the Graveyard if they have it, or discard any other card to the Action Pile. Finally, Instant cards can be played AT ANY TIME, even if not on the player’s turn. These can negate actions or modify die/roll results. Once a player has no more cards to play (or cards they wish to play), the turn ends by drawing one card from the draw deck. It is now the next player’s turn.


Play continues in this fashion of players taking turns playing cards from their hands to attack each other, bolster their hands, and affect each other in various ways until the last card is drawn from the deck. This signifies one final turn for all players. When the final turns are over the winning player is they who either have the Hitler card in hand, or was the last player to send Hitler to the Graveyard, thus collecting the Death token. This winner may now awkwardly congratulate themselves on winning a card game based on eliminating or Hiding Hitler. Yay?
Components. Again, this is a prototype version of the game, so the components may be different as a result of a successful Kickstarter campaign. That said, this game is a bunch of cards, a small die, and a plastic token with Hitler stickers. The cards are all fine, the die is a smaller size than your typical RPG set, and the plastic standee token is fine as well. I do need to address the art style on the cards. It is quite cartoony and really isn’t my style, but for this type of game it works just fine. I am not really excited by it at all, but there is nothing gruesome or triggery in the artwork. FOR ME. I do not speak for everyone though, so if you have issues with it, you are more than entitled to your opinions.

It is difficult to review, or even play for that matter, a game with such an emotionally charged central character. However, this is meant to be a lighthearted card game with a wonky theme. And it most certainly is that. Players are playing as many cards as they dare trying to find out where that Hitler card is residing so they may Attack and send it to the Graveyard. This earns the Death token. But can you hold onto that token until the end of the game? Depending on how far through the deck the game currently is, other players still may have chances to bring the Hitler card back to life. When this happens that Death token is surrendered and available to be earned again. I like that. Now, obviously, the whole zombie thing is weird, but the game is weird in itself, so that fits. Want to throw some achievements into your game? See how many times a player can send Hitler to the Graveyard. You can do that, and it would be a fun way to spice up the game for everyone.

At the end of the day, again, this is a card game with a Hitler theme. In it, Hitler really doesn’t DO anything. He just hangs out in players’ hands, gets sent to the Graveyard, possibly is resurrected, and the cycle continues until the end of the game. The theme may be off-putting for some, but I have no problems with it after having played it several times now. I cannot stress this enough: if you or any of your playmates MAY be offended by the theme, please do not pull this out at game night. It works best with players who can see it and appreciate it for what it is.

Now that the disclaimers are hopefully done, I can explain what this reminds me of, and give you some thoughts. Have you played Munchkin before? You know the part of the game (which we lovingly refer to as “the second half”) where one player is on 9th level attempting to win the game and everyone is ganging up on them to prevent the victory? Hiding Hitler feels a little like that scenario, but throughout the entire game. So many cards can be played on one turn and some cards are played out of turn to increase or decrease the die rolls, and when all players know exactly who has Hitler and they gang up on that player, it’s just Munchkin all over. Now, I feel like here in Hiding Hitler it doesn’t seem to be SO hurtful toward other players as it is in Munchkin, but I get that same vibe. It should be restated that I like Munchkin, so comping this to that game doesn’t necessarily mean it is at all a bad thing. It just gives me that same feeling.

So if you are looking for a possibly quicker and smaller card game to replace your copy of Munchkin, then check out Hiding Hitler. Yes, this is SUPER niche with the gameplay and theme, but with the right crowd I do believe it would be a hit. It has its flaws, but does also offer a rewarding gaming experience that I think about for hours after the game is over. When games can create lasting fond memories of the experience, then it has graduated into a good game. And I think Hiding Hitler is a good game. If you like the sounds of this one, I invite you to consider backing it on Kickstarter when the campaign launches. Find some friends ahead of time that may be into the theme, or can look past it, and prepare them for what is about to come: a game about keeping Hitler safe. Or murdering him. Either way.
  
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