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Quarriors!
Quarriors!
2011 | Dice Game, Fantasy, Fighting
A unique spin on the "deck builder". I like that instead of building a deck of cards, you are building a bag of dice. Each die has a different "spell" with a different power depending on how you roll. The game has the potential to be different every time you play, depending on the expansions you have. The fighting mechanic is well done and easy to maneuver. I would suggest using the "mat" included on the back of the instructions as sometimes it is hard to remember what has been spent and what is locked or on deck.

If you like to have complete sets of games and own all the expansions (like my friends and I do), it's good to know that the Light and Dark expansion doesn't really play well when mixed with the rest of the game. It does work as a stand alone though.
  
King of Tokyo
King of Tokyo
2011 | Dice Game, Entertainment, Fighting, Science Fiction
Short-medium length (3 more)
Skill/Luck Combo
Different strategies can win
Excellent theme
This is a game I consistently come back to as a lightweight game to spice up a hohum evening. I love the theme of this game and how the cards that you are able to buy play so well into the theme and add tremendous amounts of replayability to it. The mechanics in the game are super simple and I have no problem brining it to the table for gamers and non-gamers alike. Pertaining to it's wide assessibility, this game scales so well for all of its player counts. I've even been able to play a four monster game with 2 and 3 people. Lastly, this game was one of my first Yahtzee style, dice manipulation games, but due to my fiance and my enjoyment of the game, we've been excited to try more with the same mechanism.
  
Destinies
Destinies
2021 | Adventure, Exploration, Fantasy, Medieval
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.

Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.

DISCLAIMER: We are using the Kickstarter 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


Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.

Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.

The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.


Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.

I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.

Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.

What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.

If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
  
Roll for Lasers
Roll for Lasers
2020 | Print & Play
Frickin’ lasers?! You made a game about frickin’ lasers? Yop. Well, WE didn’t, but Glass Shoe Games did. You’re a museum security company vying for the museum’s contract against other companies. The contract will go to the company who can arrange security lasers and mirrors in the most strategic locations to keep the museum’s collection safe. But also you will need to utilize the previous company’s placed mirrors and targets.

Roll for Lasers is a one-page roll and write game where the winner is the player whose company can hit placed targets more often (Victory Points) with lasers. Targets and mirrors will be placed all over the museum floor, so utilizing proper strategy, well-timed re-rolls, and special actions will see the winner awarded the security contract.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign launching August 4, 2020, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

Setup for Roll for Lasers is simple. Give every player a pen (or erasable marker for laminated sheets) and 6d6. Decide as a group which three special actions to use for the game and you are ready to begin!

NOTE: Though I appreciate the USPS for everything they do, check out the picture below. I mean, come on. It didn’t hinder our play at all, but sheesh.

Play will commence in rounds. Each round will have three phases. The first phase is rolling for targets. Using the prescribed starting corner, players will roll all 6d6 and use these results to create x- and y-axis pairs to plot up to three targets in their mini grid. These are depicted by circles. The next phase is placing mirrors, and the players will again roll all 6d6 to be used to place up to three mirrors, depicted by diagonal lines. Finally, players will again roll all 6d6 to find either three singular dice or combinations of dice to fire a laser from the side or bottom of their grid in a straight line. For all targets the laser passes through, count 1VP. Each mirror encountered will alter the pathway of the laser, and by the end of the game lasers will be bouncing all over the museum. Play continues for three or four rounds (depending on player count) and once the last round ends, players count up VP to determine the winner!

Components. Again, we were provided a prototype copy of the game for this preview, and at this point I do not know what, if anything, will be changing as a result of a successful Kickstarter campaign. However, we were provided a nicely laminated sheet and a dry-erase marker to use. The sheet is laid out well, and the art is interesting without being in the way at all. Since Glass Shoe Games sent us an orange dry-erase marker (GREAT color choice btw) I borrowed the 6d6 from Roll Player because I knew I would find about a thousand d6 in that box. So components are minimal, and that’s quite all right with us this time.

Roll and write games are still popular now, and I, for one, am quite excited for that to be the case. I love being able to pull out a few dice, explain a few rules, and then get to playing. Roll for Lasers certainly delivers when I feel I have about 5-10 minutes to play something but still want a thinky experience. Rolling the dice and then determining which pair or combination of dice to use can get a little burdensome with AP-prone players, but being able to place the perfect mirror to foil an opponent, or adeptly using one of the special actions (like the triple-point target) is very rewarding. What I have also found with this is that all players are in the game until the very end. As you will see below, in my play against my wife I was behind for the first three rounds, but that last round was super robust for me and I finished way further ahead.

I love games that can be fun without having tons of components (I love games with tons of components too, don’t get me wrong), and Roll for Lasers is a great example of this. I have had a great time playing this every time, and can certainly see myself pulling this out a lot once game nights can safely return to normal. If you are missing a fast minimal roll and write for your collection with an interesting theme, consider backing or ordering Roll for Lasers.
  
Mario Party 2
Mario Party 2
Music & Party
Let The Party Continue
Mario 2- is the sequel to Mario Party in the Mario Party franchise. That came out a year later on the N64. New boards, new minigames, same charcters, just with the number 2 on it.

In the game's storyline, Mario and his friends create a world built from their dreams and get into a debate over who the new world would be named after. When Bowser arrives and invades the land, the group takes Toad's suggestion to name it after the "Super Star" who defeats Bowser.

Mario Party 2 includes multiplayer compatibility; each game on a board map consists of four players, including at least one human player and up to four. Any character who is not controlled by a human will instead be controlled by the game as a computer-controlled character.

The goal of Mario Party 2 is to collect the most Stars within the allotted amount of turns. Stars must be purchased from Toad with coins, which can be earned through a selection from one of 64 mini-games that is played once at the end of each turn.

The players can obtain items for use on the board, and can each carry one at a time. If a player is carrying an item, they can use it before rolling the dice block. Items can aid the player in such ways as providing additional dice blocks or stealing another player's item. One item, the Skeleton Key, allows the player to use shortcuts located on each board map.

During the final five turns of a game, a one-on-one Duel mini-game is initiated when a player lands on the same space as another.

Its Mario Party but better. Why did nintendo not bring back the costumes. Only in this one, you see Mario dress up as a pirate. Come on Nintendo, Mario Party uhhh i lost count, better have it.

I like this one better than One. One is still good, but i fell this one is better.
  
Coimbra
Coimbra
2018 | Dice Game, Political
The strategy and the board is awesome (0 more)
Needs expansions (0 more)
Lots going on
This is a great game for beginners, to start with there seems to be too much going on, it is fairly easy to grasp this game within 2 or 3 playthroughs though.
The dice drafting and card drafting together give players a nice introduction to both of these game mechanics as well as trying to grow multiple paths at the same time, like many other good gateway games this has a lot to keep you interested without being super heavy or overly complex.
You will find yourself planning ahead a lot in this and it is definitely good for replayability.
I think there are more directions in which they could go with this so I hope to see more expansion packs coming out for it.
There is only one currently which I haven't managed to snag yet but I will.
I will update when I get a copy.
Happy gaming folks
  
Jumanji: The Game
Jumanji: The Game
2018 | Adventure, Dice Game, Entertainment, Fantasy
Far too simple
I've been eyeing this game up for quite some time, I mean who wouldn't want a board game like the original in the film? Sadly however when I got a chance to play this (fortunately for free), I was hugely disappointed.

This game looks great, but it's the gameplay that lets this down massively. There are some nods to the original film but the problem is that the gameplay is just far too simple. Only younger children could really get a kick out of this for long. It's just a basic game involving rolling dice and after playing 2 rather short games, we called it a day and quite frankly, wouldn't miss playing it again. I appreciate you can't make a board game exactly like the game in the film, but they really could've tried to make something a little more exciting and interesting. Definitely not one I'd advise paying full price for!
  
The Castles of Burgundy
The Castles of Burgundy
2011 | Dice Game, Medieval, Territory Building
Puzzle of a game Building area Multi-player Solitaire Dice maipulation Iconography makes sense (0 more)
Components are decent, not compelling Higher learning curve. (0 more)
Building a better board game.
The Castles of Burgundy looks like a typical Euro- board game from the early 2000's it looks boring. It also looks more complicated than it ends up being. The amount of brain power use in this game has a good balance between cerebral and mindless. At the end of the game you have something in front of you that you have built and it feels good in that respect even if you haven't won the game. It can be played casually, and with your full attention. My wife and I enjoy playing this as two players. We have played this many times more as a two player game than any other game in our collection. This game gets top marks, and is as close to a perfect game as I have experienced.
  
Fray: Champions of the Everyverse
Fray: Champions of the Everyverse
2021 | Dice Game, Fighting, Miniatures, Wargame
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.
  
Divinus
Divinus
2022 | Dice Game, Fantasy, Mythology
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.

Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.

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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.

Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.


Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!

So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.

All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.

I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.