Purple Phoenix Games (2266 KP) rated Unmatched: Deadpool Expansion in Tabletop Games
Jul 8, 2021
This breakdown is for the expansion for the hit game, and Golden Feather Award-winning, Unmatched system entitled Unmatched: Deadpool.
This expansion adds the amazing Marvel character Deadpool to the game system, to expand any standalone set. It ships with a great DP mini, his HP dial, and a deck of 31 hilarious and ridiculous cards. It cannot be played without a base set, and I have used him with both Cobble & Fog as well as the Battle of Legends, Volume 1 sets.
DISCLAIMER: We were provided a prototype copy of this game expansion for the purposes of this review. You are invited to pre-order from the Mondo website or purchase from any retailers stocking it once released. -T
Does this expansion add a lot to the gameplay of original Unmatched? I very much think so. If you have yet to play any version of Unmatched, please do yourself a favor and remedy this at once. When you have played it, come back to finish the review.
What Deadpool lacks in full game components, it sure makes up for in uniqueness of character play. No more will the player need to strategize and synergize throughout the game. In fact, the Deadpool player now has access to so many crazy cards that really break the rules and make him so much harder to overcome. Deadpool has several healing cards in his deck, but also has a special healing ability that triggers every turn he attacks. I suppose now I realize why DP has an HP dial with a max HP of 10. I really do not want to spoil too much about what can be found in the Deadpool deck, but just know there are many chimichangas, many healing, and many rulebreaking possibilities.
Is it absolutely necessary to invest in the Deadpool expansion to enjoy Unmatched? No, but if you are a fan of Marvel or the character, it is a must-buy. However, if you (or the people with whom you play) are prudish sticks in the mud, then totally pass on it. That leaves more for the rest of us.
Official recommendation: I cannot say enough great things about Unmatched and every character I have played with it. Each character is certainly unique, but I will venture to say that you will be hard pressed to find a character even more unique than Deadpool. He offers such hilarity that I want to use him nearly every game. Now, knowing all the cards that come in his deck can tempt his players to manipulate the environment before starting the game, so do take care if you attempt to play AGAINST a Deadpool player. That’s the warning I will give, but I officially (and highly) recommend all fans of Marvel, Deadpool, and the Unmatched system to grab a copy of this small expansion.
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Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
The Marinated Meeple (1853 KP) rated Alhambra in Tabletop Games
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Dillon Jacoby-Rankin (202 KP) rated Everdell Pearlbrook in Tabletop Games
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Pumpka (57 KP) rated Splendor in Tabletop Games
Aug 19, 2019 (Updated Aug 19, 2019)
Essentially the gameplay goes as so;
You can take one of three actions on your turn.
Collect resources, either two of the same colour gem if there are 5 or more on the stack, or three of different coloured gems.
Buy cards which give you points, a permanent recourse or even BOTH!
Or reserve a card for later, this can be a face up card or one random from a deck. This can be purchased by you later for it’s usual cost, AND for reserving a card you get a gold chip, which can be spent as if it’s any colour gem.
Lastly- there are some nobles at the top of the play area, if you have the gems on cards they would like, they come to “see” your collection and you gain 3 extra points at the end of your turn.
First to 15 points wins 😊
Great simple fun, I’d reccomend playing with people of a similar ability to begin with, and all of the components can easily fit in a small deck box which can make it a great travel game.
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