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Purple Phoenix Games (2266 KP) rated Tiny Ninjas in Tabletop Games
Jun 12, 2019
We at Purple Phoenix Games love Kickstarting games. We probably do it more than we should, but I am sure we are not alone in this. I, myself, have backed 59 games or game-related products to date (as of February 2019). Not all of them have been that good (I’m looking at you Shadow Days, IncrediBrawl, and A Duel Betwixt Us!), but some have been simply amazing. Where does this game about dueling ninjas rate? Pretty dang good.
So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.
There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.
Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.
But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.
I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.
I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!
https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.
There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.
Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.
But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.
I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.
I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!
https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
Purple Phoenix Games (2266 KP) rated Steam Park: Play Dirty in Tabletop Games
Aug 20, 2021
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.
This breakdown is for the action dice-rolling and them park-building game Steam Park’s modular expansion, Play Dirty (as in dirt, not as in adult themes). Play Dirty is a modular expansion, so some modules may be added or left out depending on comfort level and enjoyment of each module.
One major module added to this expansion is the addition of a fifth player to Steam Park. As if Steam Park wasn’t frantic enough with four, go ahead and throw in a fifth set of hands going crazy at the table! Also included are gray “Stingy Visitors,” which act as wild visitor types for color, but provide one less Danari (currency in Steam Park) but create NO DIRT. Excellent! Play Dirty also includes a new set of five stands for robots to do business: Fountain, Hall of Mirrors, Office, Shooting Gallery, and Incinerator. Along with these new stands are a set of stand reference tiles to remind players what each stand actually does in the game. Very handy.
The biggest difference-makers in the expansion box are the Ride Extensions, Park Directors, and Espionage Dice. Ride Extensions do just that – extend existing rides in one’s park, but the two different colored extensions (golden and rusty) have their own rules that are triggered depending on colors of robots upon them. The Park Directors module adds a new twist that changes the rules for an aspect of the base game for all players throughout the entire game. These are very powerful changes, and one Park Director is chosen to be used at the beginning of each game. Espionage Dice are very special in that one is added to each player’s white dice and rolled as normal throughout the game. However, the Espionage Dice cost 4 Danari to activate after the Roll Phase. The power here is that the player using the die pays one Danari less to use it when matching the face of white dice in their opponent’s pig sitting to their right. For example, to use a Build Stand face on Espionage Die will cost four Danari normally. However, should the opponent on the right have four Build Stand symbols showing on their white dice, the Espionage Die activates for free!
Must you own the Play Dirty expansion to truly enjoy your plays of Steam Park? Not at all. I do very much enjoy several of the modules in the box though. I really enjoy the powerful Park Directors because it freshens up a rule from the base game or modifies it in interesting ways. I like the new Stands that come in the box as well for additional options during play, but you MUST use the reference tiles, especially if combining all 10 Stands. The other modules are fine, but I would have been happy with just the ones I mentioned here.
Official recommendation: I remember my first play of Steam Park and falling in love with it right away. I have never felt stagnation in my future plays, but adding Play Dirty certainly is a game-changer in every sense of the term. I say definitely pick it up if you are feeling the base game no longer gives you the excitement and frenzy it once did.
This breakdown is for the action dice-rolling and them park-building game Steam Park’s modular expansion, Play Dirty (as in dirt, not as in adult themes). Play Dirty is a modular expansion, so some modules may be added or left out depending on comfort level and enjoyment of each module.
One major module added to this expansion is the addition of a fifth player to Steam Park. As if Steam Park wasn’t frantic enough with four, go ahead and throw in a fifth set of hands going crazy at the table! Also included are gray “Stingy Visitors,” which act as wild visitor types for color, but provide one less Danari (currency in Steam Park) but create NO DIRT. Excellent! Play Dirty also includes a new set of five stands for robots to do business: Fountain, Hall of Mirrors, Office, Shooting Gallery, and Incinerator. Along with these new stands are a set of stand reference tiles to remind players what each stand actually does in the game. Very handy.
The biggest difference-makers in the expansion box are the Ride Extensions, Park Directors, and Espionage Dice. Ride Extensions do just that – extend existing rides in one’s park, but the two different colored extensions (golden and rusty) have their own rules that are triggered depending on colors of robots upon them. The Park Directors module adds a new twist that changes the rules for an aspect of the base game for all players throughout the entire game. These are very powerful changes, and one Park Director is chosen to be used at the beginning of each game. Espionage Dice are very special in that one is added to each player’s white dice and rolled as normal throughout the game. However, the Espionage Dice cost 4 Danari to activate after the Roll Phase. The power here is that the player using the die pays one Danari less to use it when matching the face of white dice in their opponent’s pig sitting to their right. For example, to use a Build Stand face on Espionage Die will cost four Danari normally. However, should the opponent on the right have four Build Stand symbols showing on their white dice, the Espionage Die activates for free!
Must you own the Play Dirty expansion to truly enjoy your plays of Steam Park? Not at all. I do very much enjoy several of the modules in the box though. I really enjoy the powerful Park Directors because it freshens up a rule from the base game or modifies it in interesting ways. I like the new Stands that come in the box as well for additional options during play, but you MUST use the reference tiles, especially if combining all 10 Stands. The other modules are fine, but I would have been happy with just the ones I mentioned here.
Official recommendation: I remember my first play of Steam Park and falling in love with it right away. I have never felt stagnation in my future plays, but adding Play Dirty certainly is a game-changer in every sense of the term. I say definitely pick it up if you are feeling the base game no longer gives you the excitement and frenzy it once did.
Bret Easton Ellis recommended L'Eclisse (1962) in Movies (curated)
Nat (299 KP) rated Alien Frontiers in Tabletop Games
Jul 14, 2019
A little slow to get started as first few rounds rely on random chance of dice rolls. From then on it's quick to pick up pace and much more strategy based. Very enjoyable. Artwork is good and a number of different ways to win keep it interesting. Replayable and competitive but fun. Instructions are fairly easy to pick up although a few minor points aren't covered! Overall very enjoyable.
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