Search

Search only in certain items:

    Personal Banking

    Personal Banking

    Finance and Productivity

    (0 Ratings) Rate It

    App

    If you’re new to our Mobile Banking app and using an iPhone take a look at our tutorial showing...

    Unfathomable

    Unfathomable

    (0 Ratings) Rate It

    Tabletop Game

    The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the...

Chronicles of Crime: 1900
Chronicles of Crime: 1900
2021 | Adventure, Deduction, Murder & Mystery, Puzzle
WARNING: Extremely minor spoilers ahead (in the photos)! Don’t say I didn’t warn you (they aren’t big spoilers).

If you have been following us for a while now you have probably noticed we have published another title from the Millennium Series – Chronicles of Crime: 1400. While that title takes place in the year, well, 1400, this new title is set 500 years later in Paris. How do these games compare? What about the link to the original Chronicles of Crime (review to be posted later)? Should one purchase copies of all Chronicles of Crime games?

Chronicles of Crime: 1900 (which I shall refer to as CoC1900 from here) is a cooperative campaign, deduction, storytelling, puzzle solving adventure game, but I prefer to play it, and its relatives, solo. In it, the player(s) take control of the journalist Victor Lavel, a descendent of the main character from CoC1400. Victor has a limited amount of time to complete his investigation and return the scoop to the local newspaper by which he is employed. Players will be tackling the investigations of our noble hero in attempts to solve the case that is presented.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, place the main card holder board on the table. Anywhere. I called it. Next, keep the card decks in order (or don’t) and place them near the board. Similarly, place the location boards on the table and ready the main newspaper board for play. Launch the Chronicles of Crime app on a device, choose 1900, and select the scenario you wish to play. The app will drive the remainder of the game, so hold onto your butts!
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1900 version, Puzzle Cards that players will need to solve or use in special ways in order to progress with certain leads. These Puzzle Cards do not really give the story away or anything, but are merely tools to be used to help solve the cases.


By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, and chatting up locals for information. Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return to the paper’s office to report to their coworkers all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. Based on the score achieved players can play again to pick up clues they missed along the way or try another scenario entirely.

Components. As with all CoC games I have played, the components are simply wonderful. Most of what is in the box is cardstock of varying thickness, but the art is what really stands out. This is a gorgeous game and when it is displayed on the table, people become fascinated by its presence. Then when the onlookers see an app driving the gameplay they are hooked. I have heard complaints from other reviewers that the Character cards in the game are lacking in variation, and I would have to agree. Yes, it is set in 1900 Paris, but all the Character cards feature white people, most of whom seem to be upper crust, and with most of the males sporting an awful mustache. So I get that complaint and agree. With inclusivity and diversity being major hot issues currently, you would expect to see more of it in our industry. I would have liked to have come across more diverse characters, and maybe a mini expansion can add many alternate art characters to the game.

All in all I loved this theme of Chronicles of Crime. Being set in Paris and following a young investigative journalist is a nice twist on the protagonists commonly featured in these games. The gameplay is the same as previous versions of CoC, save for the new Puzzle cards. I do enjoy their addition, and look to find more of these in future versions. I love the Chronicles of Crime system so I was bound to love this one as well.

Now, should you buy this version if you already have base Chronicles of Crime? Sure! Why? I like this one because it adds a different mechanic to the game with all-new scenarios, and I enjoy having more of a good thing. I think I personally prefer the theme in 1400 more, but 1900 is a great addition to the family. If you are someone who has and enjoys the base CoC, or any of its iterations, and are looking for more content to devour, then definitely grab a copy of 1900. If you are new to the system, I say go ahead and start with 1900. The Puzzle cards do not add enough complexity to take it out of reach for beginner gamers or those who enjoy lighter games, but certainly add a new and welcome layer to the series. Purple Phoenix Games certainly recommends this one to all our fans. Can’t get enough Chronicles of Crime? Grab 1900. Want to start in the series but London or Medieval times don’t do it for you? Grab 1900. Like tons of portraits of mustachioed white dudes and floofy ladies? Grab 1900. Whatever your motivation, play the game and let me know how you score. I am not advertising my first score here because I am mortified by my performance. (I did get better on subsequent plays.)
  
Cthulhu's Vault
Cthulhu's Vault
2015 | Adventure, Card Game
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?

Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!

The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.

Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.


During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.


Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
  
5-Minute Marvel
5-Minute Marvel
2018 | Card Game, Fighting, Real-time
I’m a sucker for Marvel. Not necessarily the comic books, though the ones I have read have been pretty good. But I’m a sucker for Marvel games, movies, shows, gear, etc. I saw this on sale at my FLGS and had to have it. I finally was able to get it played on International Table Top Day 2019 and was happy with the result. It’s easy to understand, plays quickly (ahem, reference the title), and is Marvel-related. I have to LOVE it, right?

Ok so here’s the quick rundown. Setup is almost as long as the entire game, but needs to be reset with every subsequent play. You have the individual hero decks for each player, a LARGE resource deck, and a mission deck to divvy up and shuffle each time. It’s not difficult to keep it all straight, but you are given a LOT of cards to handle. Once the decks are all setup you are ready to play. I downloaded the 5-Minute Marvel timer app to accompany my game plays, but that’s completely unnecessary (I do like it though). Start the timer, and then flip over the first card of the mission deck on the boss’s mat. Each card will have several resource icons that the heroes will need to discard from their hands to overcome the card. There are no “turns,” as all heroes are attempting to gather the necessary resources at all times. Each hero has a special ability they can use that is printed at the bottom of their play mat, and they are very powerful, so use them often! If you can get through the entire mission deck and defeat the boss within the 5 minute time limit, you win! Since the game lasts only 5 minutes you should probably play it several times in a row using different bosses of the six that come with this base box.

Components. This game is a combination of thick cardboard play mats for heroes and bosses and linen-finish cards for everything else. The quality of the cardboard and the cards are both pretty good, so I have no issues here. The art on the game is really spectacular. I have not really seen Marvel art like this and it is very refreshing. It is somewhat cartoony and not very gritty at all (which seems to be the comic book trend). Definitely a positive for me.

Do I love this game? Um, no. Maybe with more and more plays with different playmates it will grow on me, but the several times we played it we had a great time and it was very stressful to acquire the needed cards, or to decide to use your special ability, but we never once failed. I know we can increase the difficulty and use higher-ranked bosses. AND WE WILL, but the first few bosses are pretty much chumps and we had no problems dispatching them. I do believe this game would benefit from lots of expansions, but I do not know how successful the base has been for the publisher, so that may never come to fruition.

I do recommend you try out this game, as the frenzied rush to beat the clock is something I very much enjoy in games (a la FUSE, Escape: The Curse of the Temple, et al). Also: it’s Marvel. The game unfortunately does not come with Dr. Strange nor Iron Fist like I would have preferred, but it DOES come with a couple of my other favorites: Ms. Marvel and Squirrel Girl. They are so so fun! Purple Phoenix Games is pretty consistent with this one (even my wife agrees!) and we give this a frantic 12 / 18. Go get ’em Cap!

https://purplephoenixgames.wordpress.com/2019/04/30/5-minute-marvel-review/
  
FUSE
FUSE
2015 | Action, Dice Game, Real-time
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!

FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!

Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.

For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…

I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!

https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/
  
Trust Me, I'm a Superhero
Trust Me, I'm a Superhero
2020 | Card Game, Party Game
You know when you’re fortunate enough to be given superpowers but they are super lame? Yeah me neither, but I still think it would be awesome to have even the lamest superpower. Well, if you’re like me, you will relish the opportunity to play Trust Me, I’m a Superhero where you can try out different superhero combinations and aid the citizens of our fair city!

Trust Me, I’m a Superhero is a negotiation-style party card game in the vein of Apples to Apples. In it players are bogus superheros answering the Call for Help and attempting to convince the Director to send them out as the city’s hero.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure that the final components will be different from these shown. I usually include a messy photo as my last of the review, but in this case I captured the art style that will be used in the final version. You are invited to back the game through the Kickstarter campaign launching October 27, 2020, or purchase through any retailers stocking it after fulfillment. -T


To setup, shuffle the Super deck and Power deck separately. Deal each player five cards from each deck and the game may begin!

Playing Trust Me, I’m a Superhero is incredibly simple. From the hand of 10 cards dealt players will choose one Super card and one Power card to mash together creating a lame superhero. Players will display their superhero face-up in front of them. The player who is the current Director will flip over the top Call for Help card, read it aloud, and then players will initiate discussion with the Director to convince them that their hero should be sent to answer the call. The Director then chooses the best superhero by awarding the Call for Help card to the winning player. The next player in clock-wise order is the next Director. Play continues in this fashion until a player has won three Call for Help cards or some other determined time limit.
Components. Well, I cannot really comment on the components too much as again, I am using a prototype copy with prototype non-final artwork. From the photo below of the art style the final game will be using I can see that the art is whimsical and cartoony, which is perfect for this game. I am also sure that components will probably be upgraded as a result of a successful Kickstarter campaign with crushed stretch goals.

I have also played and reviewed Trust Me, I’m a Doctor and I said that I liked it, and I do. But if I like Trust Me, I’m a Doctor then I love Trust Me, I’m a Superhero. Just the added little twist of choosing your Super and Power cards BEFORE you see what the Call for Help will be is excellent. This game would be so different if you saw the Help card prior to assembling your Super Power. It would be too easy and not at all hilarious. I am so glad this twist exists and helps to elevate this from a good game to a great little A2A spin-off that CAN get NSFW with the right (or wrong?) people, and will feature some fun art. If you are interested in this little title, please consider backing it on Kickstarter on October 27, 2020! Tell them Purple Phoenix Games sent ya or I’ll send over Solar-Powered Punch or Seductive Corpse to rough you up a bit.
  
Never Say Never
Never Say Never
2020 | Party Game, Word Game
Never have I ever played Never Have I Ever. At least I don’t remember ever playing it. You know the one. A player says they haven’t done something and if you have you have to either eat a Twinkie (not a sponsor), take a drink of whatever, or put down a finger. That’s the general idea of that game. Never Say Never definitely takes inspiration from this aforementioned classic (?) and puts a new twist on it. Read on if you are intrigued.
Never Say Never is a party card game in the same vein as Never Have I Ever, but plays oppositely. So gather your friends (well, up to 20 of them and only after COVID passes by) and get ready to amaze them all.

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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup, have each player draw five cards from the massive deck. You are now ready to play!
On a turn the active player will choose one of their cards to be played to the table. When read aloud, the active player will score one point if everyone says they would never do the action played. If people say they WOULD do the action, however, they immediately explain themselves and why they would or how they have in the past. The greatest story wins the point. The first person to 10 points wins the game or is very drunk (if playing by the alternate rules).

Components. This game is about a million cards in a box with the rules of the game printed on the back of the box. The cards are all fine quality and minimal art is used, but the layout is decent and legible. No real problems to be had with components.

The game itself isn’t what I would call “bad.” In fact, it is enjoyable for what it is: a simple party game offering some new and imaginative prompts for when your brain cells aren’t necessarily firing correctly. Instead of coming up with the prompts from experiences you have actually had, these offer off-the-wall scenarios that many people have not done, but may actually consider. A small change, but an interesting one.

Obviously this one probably will not rank highly on many gamers’ favorite lists, but I think it is one that is handy to keep around when something of this style is needed. I know there have been times when the game night invitee list was bloated with non-invitees and I had to scramble to come up with some engaging activities. Never Say Never would certainly have saved my bacon on those occasions. Especially when non-gamer spouses are added to that number.

So I think that if you are a fan of party games and want to try a spin on an old standard, give Never Say Never a shot. If, like me, you struggle to entertain the non-gamers who show up to game night, give this a try. You might very well open up some peoples’ minds to other games that night as well. Purple Phoenix Games gives this one an 11 / 18. I personally would never eat rat meat, but under the right circumstances would certainly consider shaving my eyebrows completely off. HBU?