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In Barbara Ross’ award-winning series featuring sleuth Julia Snowden and her family’s coastal...

Purple Phoenix Games (2266 KP) rated Cryptocurrency in Tabletop Games
Apr 2, 2020
Money. Who knew that paper bills and small metal coins would hold such an important role in our society? In today’s day and age, though, with so much reliance on technology, we’ve managed to create digital currency called cryptocurrency. By buying, mining, and trading various cryptocurrencies, you just might turn yourself into an overnight millionaire! That is, if you’ve got the strategy required to outwit other traders…
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.

Purple Phoenix Games (2266 KP) rated You're Pulling My Leg! in Tabletop Games
Aug 3, 2020
At the time I am writing this preview, the world is in the midst of a pandemic. That being said, the need for social distancing and quarantining has really affected the board gaming world. Without being able to have normal game nights, gamers must be creative in figuring out how to continue to play together, while still maintaining safe and healthy distances from one another. And one game that offers a solution is You’re Pulling My Leg!
Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L
You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!
To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.
After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!
At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.
That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.
Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.
So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L
You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!
To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.
After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!
At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.
That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.
Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.
So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!

Purple Phoenix Games (2266 KP) rated Tales of Evil in Tabletop Games
Oct 1, 2020
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?
Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.
Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.
I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.
All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.
While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.
Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.
Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.
I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.
All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.
While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.
Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…

Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 2400 in Tabletop Games
Nov 17, 2021
I have reviewed and previewed the base Chronicles of Crime, and each of the entries in the Millennium Series (1400, 1900, and now 2400). I have the Noir expansion coming in my next order from an online retailer once another title gets off the pre-order list, and will most likely be ordering Welcome to Redvale soon as well. To say I am a fan of the series is a massive understatement. The system is just so unique and I love exploring the games inside. Now, I definitely prefer 1400 to 1900, but where does this newest entry fall in the pecking order? I bet you’re… dying… to find out!
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
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 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
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, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
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 Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
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 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
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, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
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 Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.

Purple Phoenix Games (2266 KP) rated Broom Service in Tabletop Games
Jun 24, 2021
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.
At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!
On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.
The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!
Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.
That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!
On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.
The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!
Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.
That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.

Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games
Aug 15, 2019 (Updated Aug 19, 2021)
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!

Purple Phoenix Games (2266 KP) rated Jamaica in Tabletop Games
Sep 22, 2021
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.
Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!
On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.
On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.
Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).
Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.
The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!
On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.
On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.
Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).
Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.
The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.

Purple Phoenix Games (2266 KP) rated Orchard: A 9 Card Solitaire Game in Tabletop Games
Mar 1, 2022
I love playing games with other people. Absolutely LOVE it. However, I also love playing games solo as well. When a game comes along that is specifically designed for solo play only, I tend to like them more than multiplayer games that include a solo mode. Also included here are cooperative games where the solo player just quarterbacks multiple players. But a game that is designed for solo play and even includes it in its title? I cannot recall many games I have played like this. But how is this one?
Orchard: A 9 Card Solitaire Game (simply Orchard from here on out) is a solo game where the player is attempting to harvest the most fruit from trees that are bred for high yield. As there are no players to play against, the player will instead compare their ending score with a table in the rulebook. Will the player’s game result in a “Pal-tree” score or will they score enough to be considered “Almost imposs-apple!”?
To setup, place the dice and Rotten Fruiteeple on the table. Shuffle the 18 cards, deal two decks of nine cards (two games worth), and choose a deck to play. Flip the first card over to start the orchard, shuffle the remaining cards and draw two into hand. The game is now setup and ready to begin!
Turns in Orchard could not be simpler: Play a Card, Place Dice, Draw a Card. From the two-card hand, choose one to be placed in the orchard with one very important rule: the newly-placed card must overlap another card in the orchard by overlapping matching tree types. So, a card can only be placed if the apple tree overlaps an apple tree, etc. More than one icon may overlap the existing card, but each icon must match types below it.
Once the new card has been placed, for each icon overlapped, a die matching the fruit type is placed on the icon. If this is the first time the tree has been overlapped, the die face is placed with value 1 showing. However, the die will increase in value each subsequent time it is overlapped (total die values of 1, 3, 6, 10). Therefore, when a card has been overlapped four times on the same icon, the maximum number of points has been reached for that icon. Should a player wish instead to forego any die placement and be unable (or unwilling) to place a card correctly, they may place any card, overlap an icon, and then add a Rotten Fruiteeple atop the mismatched icon. This spoils the fruit for the remainder of the game, so no further dice may be placed upon it, and also reduces the final score by three VP at game end for each token placed.
Finally, when the card and die have been placed, the player draws another card into their hand. When the final card has been played, or no further legal placements can be made, the game ends and the player totals up the dice values to arrive at their final score.
Components. This game is 18 cards of good quality, a bunch of custom dice, and two Rotten Fruit meeples. Everything is good quality and size, and it fits into a really cool sliding deck-box. The art, for me, is fine. The colors match fruits from the real world, and the dice match those color well enough too. I feel like different fruit choices could have been made to increase accessibility for our color-blind gamer friends. The plums and apples are both small and round (with an ever-so-slight different shape on the apple). I don’t know what other fruits would have been more appropriate – I’m not a botanist. Similarly, the dice are custom made with the pips looking like a plum or apple, and two sides of the dice showing a leaf icon. Perhaps in the interest of differentiation, instead of the leaves, the different dice colors could instead show the matching fruit style (if only the plum and apple looked differently enough). So instead of leaves, the red dice could show apples, the yellow dice could show pears, and the purple dice could show, I don’t know, eggplants? I am not color-blind, so these do not affect me, but it is something I have taken to commenting on as I review more and more games.
All in all, Orchard is a really good little game of overlapping and puzzling out next moves. The games are super-quick and engaging, and I always want to improve my score each time I play. When a game forces me to play again and again I feel it is a sign of a good game. I have plans to keep this one in its own special place where I can just grab it and go, instead of being dwarfed by my collection of much larger game boxes. If you are like me and pine for good solo play, then perhaps you should check out Orchard: A 9 Card Solitaire Game. The rules are light, game play is simple and fast, and it keeps drawing me in every time I look at the box.
Also let me know your highest score because I apparently am trash at this game, even though I really enjoy playing it. Have you scored in the top tier? Those must be some delicious fruits.
Orchard: A 9 Card Solitaire Game (simply Orchard from here on out) is a solo game where the player is attempting to harvest the most fruit from trees that are bred for high yield. As there are no players to play against, the player will instead compare their ending score with a table in the rulebook. Will the player’s game result in a “Pal-tree” score or will they score enough to be considered “Almost imposs-apple!”?
To setup, place the dice and Rotten Fruiteeple on the table. Shuffle the 18 cards, deal two decks of nine cards (two games worth), and choose a deck to play. Flip the first card over to start the orchard, shuffle the remaining cards and draw two into hand. The game is now setup and ready to begin!
Turns in Orchard could not be simpler: Play a Card, Place Dice, Draw a Card. From the two-card hand, choose one to be placed in the orchard with one very important rule: the newly-placed card must overlap another card in the orchard by overlapping matching tree types. So, a card can only be placed if the apple tree overlaps an apple tree, etc. More than one icon may overlap the existing card, but each icon must match types below it.
Once the new card has been placed, for each icon overlapped, a die matching the fruit type is placed on the icon. If this is the first time the tree has been overlapped, the die face is placed with value 1 showing. However, the die will increase in value each subsequent time it is overlapped (total die values of 1, 3, 6, 10). Therefore, when a card has been overlapped four times on the same icon, the maximum number of points has been reached for that icon. Should a player wish instead to forego any die placement and be unable (or unwilling) to place a card correctly, they may place any card, overlap an icon, and then add a Rotten Fruiteeple atop the mismatched icon. This spoils the fruit for the remainder of the game, so no further dice may be placed upon it, and also reduces the final score by three VP at game end for each token placed.
Finally, when the card and die have been placed, the player draws another card into their hand. When the final card has been played, or no further legal placements can be made, the game ends and the player totals up the dice values to arrive at their final score.
Components. This game is 18 cards of good quality, a bunch of custom dice, and two Rotten Fruit meeples. Everything is good quality and size, and it fits into a really cool sliding deck-box. The art, for me, is fine. The colors match fruits from the real world, and the dice match those color well enough too. I feel like different fruit choices could have been made to increase accessibility for our color-blind gamer friends. The plums and apples are both small and round (with an ever-so-slight different shape on the apple). I don’t know what other fruits would have been more appropriate – I’m not a botanist. Similarly, the dice are custom made with the pips looking like a plum or apple, and two sides of the dice showing a leaf icon. Perhaps in the interest of differentiation, instead of the leaves, the different dice colors could instead show the matching fruit style (if only the plum and apple looked differently enough). So instead of leaves, the red dice could show apples, the yellow dice could show pears, and the purple dice could show, I don’t know, eggplants? I am not color-blind, so these do not affect me, but it is something I have taken to commenting on as I review more and more games.
All in all, Orchard is a really good little game of overlapping and puzzling out next moves. The games are super-quick and engaging, and I always want to improve my score each time I play. When a game forces me to play again and again I feel it is a sign of a good game. I have plans to keep this one in its own special place where I can just grab it and go, instead of being dwarfed by my collection of much larger game boxes. If you are like me and pine for good solo play, then perhaps you should check out Orchard: A 9 Card Solitaire Game. The rules are light, game play is simple and fast, and it keeps drawing me in every time I look at the box.
Also let me know your highest score because I apparently am trash at this game, even though I really enjoy playing it. Have you scored in the top tier? Those must be some delicious fruits.

Purple Phoenix Games (2266 KP) rated Fray: Champions of the Everyverse in Tabletop Games
Jul 1, 2020
Welcome to the Grand Center – an arena of elite combat. As a Watcher, it is your job to bring forth Champions to fight in the ultimate battle royale of the every-verse. It matters not from what time-period your Champion hails, or what fighting styles they possess – if their realm exists, they are viable candidates. Can your Champions collect valuable loot and knock opponents out of the running? Or will they fail to rise above the Fray? The last team standing wins, so put your Champions to the test and claim glory for yourself!
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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L
Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!
A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.
Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.
After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!
Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.
With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.
The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!
Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.
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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L
Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!
A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.
Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.
After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!
Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.
With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.
The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!
Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.