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You Decide
You Decide
2020 | Dice Game
What game do you think of when I mention, “roll and move?” For me, it’s Candy Land. Perhaps most kids’ first foray into board games at all. To be honest, it’s not even a roll and move, it’s more a flip and move, but they are usually all the same anyway: roll/flip/spin something and then move your pawn. Sometimes there will be something on the spot to “do” and sometimes you just try to race to the finish. So when the publisher and I were chatting about You Decide and they mentioned it was a family-style roll and move game, I had my doubts, but I wanted to try it out. How does this first game from new publisher Davidson Games fare? Let’s find out and You Decide.

As mentioned in my intro, You Decide is a roll and move game for two players. More players can be added to the game with more copies of the game. In the game players are attempting to be the first to move all six of their pawns from the STARTing line to the FINISH line.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and therefore final components. Also, it is not my intention to detail every rule in the game, but give a feel for the flow of the game and how it plays. You are invited to download the rulebook, purchase the game from the publisher, or through any retailers stocking it soon. -T


To setup, lay out the board between the two players and each player will place their pawns on the six circles on the START area. Roll off to see who will start the game and you are ready to begin!
You Decide turns are simple: roll both dice and decide which pawn to move. Move it and pass the turn to the opponent. When a player rolls the 2d6 it creates two numbers. For this review we will just use the example of a 4 and a 6. With this roll the player will decide to move the pawn in the 4 spot a total of six spaces, or the pawn in the 6 spot a total of four spaces. Easy, right?

Though movement is easy to determine, deciding which to activate is the challenge, though not severe. Upon many spaces on the board are printed instructions for the player to obey when a pawn lands on it. These could include returning the pawn to the START space, or moving forward a number of spaces but also allowing the opponent to move forward, or simply staying put and moving an opponent’s pawn.


When a player lands their pawn at the FINISH area, that number is no longer able to be used in subsequent rolls, and once several dice are at the FINISH area, each die rolls becomes more and more dire as players are on a mad dash to finish first. Play continues in this fashion until a winner has reached the FINISH area with all their pawns.
Components. This is a board, 12 pawns, and 2d6. The board is fine, with legible print and art that is present but stays out of the way. The pawns are typical plastic pawns but in excellent colors: orange and black. The 2d6 are fine as well. Black plastic with white pips. For this type of game, the components are completely functional. Nothing super impressive nor too egregious.

The gameplay is exactly what you want for a family level game. It is extremely light, offers choices that are meaningful without burning little brains, and has just the right amount of take-that to wean newer gamers off the Candy Land Express.

For me, it fills an interesting niche in my collection that I really didn’t know I had: a simple game for my family that even my 4-year-old can play and do well with, as long as we read the choices to him. Now, You Decide is very light and could be considered a gateway filler, but also as an easygoing family stepping stone game to get little ones rolling dice and making choices. Candy Land does NOT allow you to do that. So if you have young ones about to embark on their board game journey, I suggest you grab a copy of You Decide instead of those beginner games at Wal-Mart or Target. That is, unless You Decide gets picked up and sold at those locations.
  
Farm Rescue
Farm Rescue
2019 | Memory
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…

Farm Rescue is a cute little memory game with pretty excellent components, especially for a kids game. Though the box says 4+ my 3 year old picked it up pretty quickly and is surprisingly good at it.

The game comes in a box with a really great insert where the components can really only go in one spot. This is so wonderful for parents of younger kids who enjoy setting up and tearing down games. So thank you for that consideration, Brain Games! Anyway, the idea behind the game is to setup a 5 x 5 grid of face-up farm animal squares inside the provided picket fence border tiles. Each player will roll the two dice (one is color and one is an animal) and flip over the corresponding tile – like green chicken or purple cow. If a purple cow is rolled again in the future you must remember which tile featured the purple cow and flip it back over. If correct, then the farmer mini is moved closer to catching the wolf mini. If incorrect, the wolf mini is moved closer to the fence entrance. The game ends when either all tiles are flipped to their backs, the farmer catches the wolf, or the wolf gets into the fence to gobble up the remaining animals.

This game is surprisingly good! When my son picked it out at our FLGS (as recommended by the attendant) I didn’t know what to expect. I honestly, and foolishly, don’t keep kids games on my radar. When we brought it home, and after his nap, we were able to get a play in right away with Gramps as our third player. Ultimately we allowed the wolf to gobble up the animals, but we had a great time rolling the dice and flipping the animals (no Midwest cow tipping jokes please). My son also showed us that young children have far better memory skills than middle-aged dads and slightly older (you’re welcome) grandfathers.

My son LOVES his new game and I am so sure we are going to be playing it often. He even invited the farmer and wolf minis to the dinner table with him. He also took the following action shots of the game (which he never really offers to do, so this is big for him). Farm Rescue is a hit with our family, and if you are looking for a memory game with some meat on the bones (I had to), then check it out for your family.

PS – I often make mention of games that rely on color recognition that also play well with colorblindness. Though nobody in my family is colorblind, each of the colors in Farm Rescue also has an associated graphic – red circles, blue stars, purple plus signs. This is very much appreciated, and another high-five to Brain Games for having more inclusive components. Good on you!
  
Tiny Epic Galaxies: BLAST OFF!
Tiny Epic Galaxies: BLAST OFF!
2020 | Dice Game, Science Fiction, Space
Yes, we have reviewed Tiny Epic Galaxies in the past. We loved it. It’s close to being a Golden Feather Award recipient. It has earned a spot on my Top 10 Games of All Time list. I cannot say enough great things about the game. But wait, a newer updated version has recently hit the scene. Is it just new art on the same game? Nope. Read on.


I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.

Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.

I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.


All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.

Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.

That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
  
40x40

BadgerMuffin (48 KP) rated Dungeons and Dragons in Tabletop Games

Jun 2, 2019 (Updated Jun 3, 2019)  
Dungeons and Dragons
Dungeons and Dragons
1974 | Action, Adventure, Dice Game, Fantasy, Fighting
Unlimited hours of Gameplay (2 more)
Multiple Expansion Books
Tonnes of Free Homebrew
Not the Cheapest to buy the source books (About £35 Each) (0 more)
The Greatest Ever Roleplaying Game? Damn Straight!
Dungeons and Dragons. A game released in 1974, 5 editions in and every time they out do themselves.

This game is fantastic for a number of reasons. Firstly, there are thousands of groups playing across the world, and this game is only getting more and more popular. This means, if you don't have any friends who want to play this, you can find a local group and join them, most of my closest friends I have met through DnD. Its perfect for anyone, most people are misfits and as such you form the closest bonds both in game and out of game.

I have now been playing DnD for the past two years straight, every Tuesday and Thursday; and yet I still haven't got bored. Every game is different, one week you're killing a dragon, the next week you're travelling across country with a Creepy Puppet Maker called Borris.

The leader of the group (AKA Dungeon Master) plans a rough idea of what is going to happen (it never does) and then as a group of players you walk around the world trying to accomplish quests. All of this is down to the fate of the dice. So no two games will ever be the same.

Honestly this is one of the games I will always return to and I plan on teaching my kids.

TL;DR
-Fun to Play.
-Available in most towns (and spreading across the country).
-Always different.
-Great to meet new people.
-Free Basic sourcebooks available from Wizards of the Coast
  
S.F.W. (1994)
S.F.W. (1994)
1994 | Action, Comedy, Drama
10
7.5 (2 Ratings)
Movie Rating
374. S.F.W. One of my fave movie of the 90s. I recently noticed that it was based on a novel. Read it, rewatched movie, and it was still dope... One day Cliff Spab and his best friend since birth Joe Dice head into a convenience store for smokes and beer. Unluckily for them this was also the day that a terrorist organization called Split Image decide to take the place over, and everyone that happened to be in the store as hostages. The masked men are also filming them the entire time, pretty much keeping track of them losing their minds, after all, they've only been eating junk food and beer for the past month. Obvi they make it out after putting up a fight when they've reached the end of their ropes. However, only two make it out alive, Cliff, who everyone calls Spab and a upper class young woman, Wendy. The tale starts at the end of the hostage crisis. Upon escape, Spab and Wendy realize they are now celebrities, every night on TV, millions watched the events unfold in the store. Cliff puts on a brave smart ass attitude making the public love him more, but inside he's suffering some ptsd, and he just wants to disappear. His family use him for the fame, his friends use him for the fame. His one true friend is dead. And the only one he can share any of this with is Wendy, and they are being kept apart by fame, family and all of that. Movie gives you a look at our news becoming just pure entertainment, based on money and popularity. And this was before the internet. Stephen Dorff as Spab and Reese Witherspoon as Wendy were awesome in this dark comedy, with a freaking kick ass soundtrack! Check it out! Filmbufftim on FB.
  
Player's Handbook (Dungeons and Dragons 5th Edition)
Player's Handbook (Dungeons and Dragons 5th Edition)
2014 | Adventure, Book, Fantasy, Game System, Roleplaying
Everything you need to get started (2 more)
Plenty of information
Great for people who haven't played before
Can be a little difficult to sift through and find the information you want (0 more)
Makes the whole thing a little less daunting
I first tried playing dungeons and dragons years and years ago with a small group and it was a complete disaster. Only one member of the group had played before and their knowledge was limited, at best. We didn't have access to any books or character sheets and the entire session turned in to a frustrating stream of questions which led to more confusion.
I started playing again recently with another small group, all of us complete beginners, and owning the books made all the difference. There are a LOT of books available but this is the best starting point if you're new to the game or want to get the basics covered. Of course a lot of the information is also available online but the dungeons and dragons official site doesn't include everything and if you go looking elsewhere you have to trawl through different sites to find everything.
The book lays things out fairly clearly and though there's a lot to get through, it does break things down quite nicely.
It includes character sheets (though you can also find apps for these on your mobile) and covers all of the basics that you need to get started; character creation, dice rolling, battles, equipment, NPCs, spells, animals and so on. It also includes a 'quick build' box for characters to get you started if you're in a hurry.
I'd recommend the book to anyone looking to get started on a campaign, especially if you're without a seasoned player / dungeon master. It was a life saver to our group of newbies and we still refer back to it even now.
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L

Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!

Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.


Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.

A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.

Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.


Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
  
Heroscape Master Set: Rise of the Valkyrie
Heroscape Master Set: Rise of the Valkyrie
2004 | Adventure, Fantasy, Fighting, Miniatures, Science Fiction
The whole unique concepy of this game is awesome (0 more)
Its discontinued (0 more)
Build and Play all out war
This game has a very special place in my heart and I wish it started getting produced again. This review is not just for the base game by the Heroscape system as a whole. To me it is a lost treasure that I still pay premium prices to collect. Heroscape is primarily a combat game with a point based army building system. But even before that, the players build a battlefield using the interlocking and stacking hex terrain features, there are tiles of lava, water and ice, there are castle sets, bridges and even a marvel set to add marvel characters. I cannot paint a picture, but just google "epic heroscape map" to see amazing battlefields people have made. Alright, so gameplay mechanics. The combat system is dice based using shields and hits and line of sight and height of target it important, where you can take cover behind objects and creatures and also gain height advantage. There are interactions between characters that buff and debuff allies and enemies and interaction with terrain types. There were 3 master sets, a castle set, a bridge set, lava set, ice set, marvel character set and multiple character expansion packs. The miniatures are prepainted. Heroscape was bought by Wizards of the Coast where they released one master set with a Dungeons and Dragons Theme and one wave of D&D character expansions. It was then discontinued. In 2016 Wizards released Magic: Arena of the planeswalkers which recycled the Heroscape rule set, terrain molds and almost all mechanics, but under the completely different Magic the Gathering Branding and with a fraction of the terrain. Arena of the planeswalkers was also discontinued. The cheapest way to try out the mechanics of this game is Arena of the planeswalkers which should be able to be sourced used locally for about the $15 range.
  
MechaTop
MechaTop
2020 | Miniatures
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!

Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L

MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!


Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.


The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.


Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

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


To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.