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Purple Phoenix Games (2266 KP) rated Gnomes & Wizards in Tabletop Games
Jan 21, 2020
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.

Purple Phoenix Games (2266 KP) rated Taco Ninja Adventure in Tabletop Games
Feb 15, 2021
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.
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.

Purple Phoenix Games (2266 KP) rated Haven in Tabletop Games
May 1, 2021
Have you ever been a spirit of the forest fighting to keep it from falling into the hands of a greedy nearby city? No? What about the greedy nearby city – ever been one of those? No?? Then you are in luck because Haven is all about pitting the inhabitants of the Forest against the expansion of the nearby City in a fight for the rights to the mysterious Forest. Who will champion the battlefield and further their agendas? Read on to find out!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!

Tawantinsuyu: The Inca Empire
Tabletop Game
The great Sapa Inca Pachacuti turned to his offspring and ordered them to worship Inti, the Sun God,...

Purple Phoenix Games (2266 KP) rated Dingo's Dreams in Tabletop Games
Mar 25, 2020
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.

Purple Phoenix Games (2266 KP) rated The Kringle Caper in Tabletop Games
Dec 18, 2021
Ahh, Christmas. Most people’s favorite holiday (at least in the U.S.), and one that I am learning to like more and more every year, but only because of my wife and children. I was not really much of a Christmas kind of guy – Halloween is my jam – but seeing little faces light up with excitement while in their tiny pajamas just makes the heart swell. I don’t want to ruin too much for you all, but something has happened at the North Pole and I know my children would appreciate it so much if you could help Santa out. Thanks!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!

Purple Phoenix Games (2266 KP) rated Welcome To... in Tabletop Games
Jun 12, 2019
Are there still city planners? They go by a different name nowadays right? Civil engineers? Am I thinking of the wrong thing? In any case, you get to be one of those people in Welcome To…, which has one of the strangest titles for a game, especially when you look at that box cover. Are you gonna go all in on pools? Parks? Bisses (ooh I’m not too sure about this one)? Plan out your best three-street neighborhood in this light and fun roll cardflip-and-write game.
Here is a quick overview of game play without going through the whole rule book. Divide the shuffled card deck into three equal piles. Flip over the top card of each pile. You now have setup the game and revealed the first three combinations of cards you can use on your turn (see play pic at end of this post). Do you like that 3 and Pool combo? Cool. Write a 3 on the roof of a house on any of the streets on your sheet and mark a pool there too. FLIP all the cards again. Wanna take that 9 and Park? Okay. Mark a 9 on a house, Graffitimaster, and beautify your hood with an upgraded park. FLIP. Repeat. There are other cards that will be revealed as the game goes on, but I am simplifying two turns for you.
That’s the game. Everyone takes turns at the same time using the three card combinations presented to try to get the most points for having the best barrio. There are bonus goal cards that can be achieved too, but they are completely optional (akin to building the Wonders in 7 Wonders). Have I won this game yet in all my plays? Yes, once. But it’s not really about winning or losing. You are essentially playing against yourself and just trying to get the best score you can. It’s just that the other players are doing the same thing and you have to compare scores at the end.
Okay, the good and bad. Bad first – the pencils. The game comes with several golf pencils that just don’t cut it on the papers provided. Grab a good pen or marker to see your marks. The other components in the game are great. The game play is quick, as long as you don’t suffer from AP and have to carefully plan out every possibility for every possible combination presented. That can really slow the game down. Luckily, I don’t suffer from that and most of the time I probably need to do a more thorough job thinking through my turns, but that’s my burden to bear.
Aside from those items, the game is really good. I don’t own a large number of roll-and-writes somehow (and I WAS alive during 2018), so this was a great pickup for me as a variation in the genre. Okay fine, I also Kickstarted the expansion with the different themed pages, so I’m also looking forward to that fulfillment. All in all the game is very solid, and different enough to all my other games that I will be keeping it and trying to outscore my last play every time. We at Purple Phoenix Games give this a well-planned 19 / 24.
https://purplephoenixgames.wordpress.com/2019/02/04/welcome-to-review/
Here is a quick overview of game play without going through the whole rule book. Divide the shuffled card deck into three equal piles. Flip over the top card of each pile. You now have setup the game and revealed the first three combinations of cards you can use on your turn (see play pic at end of this post). Do you like that 3 and Pool combo? Cool. Write a 3 on the roof of a house on any of the streets on your sheet and mark a pool there too. FLIP all the cards again. Wanna take that 9 and Park? Okay. Mark a 9 on a house, Graffitimaster, and beautify your hood with an upgraded park. FLIP. Repeat. There are other cards that will be revealed as the game goes on, but I am simplifying two turns for you.
That’s the game. Everyone takes turns at the same time using the three card combinations presented to try to get the most points for having the best barrio. There are bonus goal cards that can be achieved too, but they are completely optional (akin to building the Wonders in 7 Wonders). Have I won this game yet in all my plays? Yes, once. But it’s not really about winning or losing. You are essentially playing against yourself and just trying to get the best score you can. It’s just that the other players are doing the same thing and you have to compare scores at the end.
Okay, the good and bad. Bad first – the pencils. The game comes with several golf pencils that just don’t cut it on the papers provided. Grab a good pen or marker to see your marks. The other components in the game are great. The game play is quick, as long as you don’t suffer from AP and have to carefully plan out every possibility for every possible combination presented. That can really slow the game down. Luckily, I don’t suffer from that and most of the time I probably need to do a more thorough job thinking through my turns, but that’s my burden to bear.
Aside from those items, the game is really good. I don’t own a large number of roll-and-writes somehow (and I WAS alive during 2018), so this was a great pickup for me as a variation in the genre. Okay fine, I also Kickstarted the expansion with the different themed pages, so I’m also looking forward to that fulfillment. All in all the game is very solid, and different enough to all my other games that I will be keeping it and trying to outscore my last play every time. We at Purple Phoenix Games give this a well-planned 19 / 24.
https://purplephoenixgames.wordpress.com/2019/02/04/welcome-to-review/

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