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Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I 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
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I 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
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Paul Kellett (118 KP) rated Descent: Journeys in the Dark (Second Edition) in Tabletop Games
May 4, 2019
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
Purple Phoenix Games (2266 KP) rated Tiny Epic Western in Tabletop Games
Dec 30, 2021
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
Daniel Boyd (1066 KP) created a post
May 18, 2018 (Updated Jun 12, 2018)
Purple Phoenix Games (2266 KP) rated Pocket Paragons in Tabletop Games
Sep 25, 2020
It’s a duel then? Fine. Choose your paragon and let’s see who can outwit whom. The ol’ “Battle of Wits” from “Princess Bride” now comes in card format with many planned IPs to skin over it. No, this isn’t a “Princess Bride” game, nor does it have any affiliation to the story, but once you play Pocket Paragons, you will immediately see why I made the connection.
Pocket Paragons is a two player dueling card game where the winner is the player to knock out their opponent’s character(s). This game employs a lot of card play with minimal amounts of cards and tremendous amounts of double-think and flat out guessing as to what your opponent might be thinking.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are prototype media set components, and all complete copies will have extra components including these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back it on Kickstarter, order from your FLGS, or purchase through any retailers stocking it after it is released. -T
To setup a game of Pocket Paragons, players will choose one character (or three in a Tournament Mode), all associated cards, and an HP/Energy dial (I am using dice for my game). Players will display in front of them their character’s main Character card as well as the Ultimate card. All other cards related to their character will begin the game in hand and will be ready to be played immediately.
A game of Pocket Paragons could range from one card played to several rounds and upwards of 10 minutes. Tournament play can be longer still. For this preview I will be describing game play for single games.
On a turn each player will choose one of the cards in hand to be played, lay it face-down on the table, and flip it once both players are ready. When the cards are flipped, the players will compare and check for Counters. Each card may counter other card types and will have text stating so (Example: the Malice card from above shows that it counters Agility cards). If a player can play a card to counter their opponent’s card then the countering player sends the opponent’s card back to their hand and will gain one Energy. If the card played had damage printed on it, the countered player will reduce their HP by the printed damage amount. However, if no cards were countered, then both cards will activate and assign any damage. The next round may now begin with players choosing cards to be played one by one until a player is knocked out of the game.
After a card is played and used the player will be discarding into a discard pile. The only way to regain these cards into hand is by playing a rest card (yellow sun). Using the rest cards at just the right time will certainly reflect the strategy of the player. Players may use a rest card at any time, but some red Weapon cards can immediately Execute an opponent if played while they are resting (think coup de grace in RPGs). Therefore, while waiting until all cards in hand are used before playing a rest card makes logical sense, smart players may be saving their Execute cards for that exact instance.
Components. Again, this is a prototype copy that cobbles six characters from multiple sets to create the Media Set we were sent. We have been informed that retail (or Kickstarter) boxes will contain six related characters and dials to track HP and Energy. The cards we were sent are of okay quality, and I do not believe this is the stock that will be used on the final game. The art and art style on the game is quite nice. Icons and placement are logical, and cards are easy to read and understand. The artwork is very colorful and one thing I VERY MUCH appreciate on this (because I almost was lost after taking the messy components shot below) is that each card belonging to specific characters show the same artwork in fade in the background. I had a hot flash (weird for a guy right?) when I was sorting the deck back together after playing it and not knowing exactly which cards belonged with which characters. So, thanks for that Solis Game Studio!
I truly enjoyed my plays of Pocket Paragons. The games are super quick, but certainly test your ability to out-think your opponent and try to guess when they might be using their rest card so you can bust out the Execute. And each character plays so differently from others that it’s truly a joy to try out each and every character you can to see which one resonates with your style of play. The art is fabulous with bright colors (a definite plus for me), and the learning curve is nice and smooth – anyone can play this in about three to five minutes of learning. If your collection is screaming for a super quick card game that can be played in under 10 minutes and you can get some brain cells moving around, then Pocket Paragons is for you. It’s certainly for me and my collection. I love everything about it and can see myself diving down the rabbit hole once more and more IPs are released. Oh boy, this is gonna hurt the wallet…
Back it on Kickstarter launching October 6, 2020!
Pocket Paragons is a two player dueling card game where the winner is the player to knock out their opponent’s character(s). This game employs a lot of card play with minimal amounts of cards and tremendous amounts of double-think and flat out guessing as to what your opponent might be thinking.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are prototype media set components, and all complete copies will have extra components including these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back it on Kickstarter, order from your FLGS, or purchase through any retailers stocking it after it is released. -T
To setup a game of Pocket Paragons, players will choose one character (or three in a Tournament Mode), all associated cards, and an HP/Energy dial (I am using dice for my game). Players will display in front of them their character’s main Character card as well as the Ultimate card. All other cards related to their character will begin the game in hand and will be ready to be played immediately.
A game of Pocket Paragons could range from one card played to several rounds and upwards of 10 minutes. Tournament play can be longer still. For this preview I will be describing game play for single games.
On a turn each player will choose one of the cards in hand to be played, lay it face-down on the table, and flip it once both players are ready. When the cards are flipped, the players will compare and check for Counters. Each card may counter other card types and will have text stating so (Example: the Malice card from above shows that it counters Agility cards). If a player can play a card to counter their opponent’s card then the countering player sends the opponent’s card back to their hand and will gain one Energy. If the card played had damage printed on it, the countered player will reduce their HP by the printed damage amount. However, if no cards were countered, then both cards will activate and assign any damage. The next round may now begin with players choosing cards to be played one by one until a player is knocked out of the game.
After a card is played and used the player will be discarding into a discard pile. The only way to regain these cards into hand is by playing a rest card (yellow sun). Using the rest cards at just the right time will certainly reflect the strategy of the player. Players may use a rest card at any time, but some red Weapon cards can immediately Execute an opponent if played while they are resting (think coup de grace in RPGs). Therefore, while waiting until all cards in hand are used before playing a rest card makes logical sense, smart players may be saving their Execute cards for that exact instance.
Components. Again, this is a prototype copy that cobbles six characters from multiple sets to create the Media Set we were sent. We have been informed that retail (or Kickstarter) boxes will contain six related characters and dials to track HP and Energy. The cards we were sent are of okay quality, and I do not believe this is the stock that will be used on the final game. The art and art style on the game is quite nice. Icons and placement are logical, and cards are easy to read and understand. The artwork is very colorful and one thing I VERY MUCH appreciate on this (because I almost was lost after taking the messy components shot below) is that each card belonging to specific characters show the same artwork in fade in the background. I had a hot flash (weird for a guy right?) when I was sorting the deck back together after playing it and not knowing exactly which cards belonged with which characters. So, thanks for that Solis Game Studio!
I truly enjoyed my plays of Pocket Paragons. The games are super quick, but certainly test your ability to out-think your opponent and try to guess when they might be using their rest card so you can bust out the Execute. And each character plays so differently from others that it’s truly a joy to try out each and every character you can to see which one resonates with your style of play. The art is fabulous with bright colors (a definite plus for me), and the learning curve is nice and smooth – anyone can play this in about three to five minutes of learning. If your collection is screaming for a super quick card game that can be played in under 10 minutes and you can get some brain cells moving around, then Pocket Paragons is for you. It’s certainly for me and my collection. I love everything about it and can see myself diving down the rabbit hole once more and more IPs are released. Oh boy, this is gonna hurt the wallet…
Back it on Kickstarter launching October 6, 2020!
Tawantinsuyu: The Inca Empire
Tabletop Game
The great Sapa Inca Pachacuti turned to his offspring and ordered them to worship Inti, the Sun God,...
Purple Phoenix Games (2266 KP) rated Survive: Escape from Atlantis! in Tabletop Games
Sep 4, 2019 (Updated Jul 2, 2020)
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).
Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T
To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.
Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.
Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.
Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.
However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T
To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.
Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.
Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.
Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.
However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
Purple Phoenix Games (2266 KP) rated Colosseum in Tabletop Games
Aug 16, 2021
Ancient Romans, lend me your d20s! Okay, that was never a saying, but it could have been. For our review today we are checking out Colosseum (the newest TMG edition), and as I have zero experience as an arena manager, or a Gladiator, or even a professional Comedian, this is the closest I will get to any of those professions. Colosseum is regarded as one of Wolfgang Kramer’s (and Marcus Lubke) best games ever. But how did we fare with it?
In Colosseum players are Impresarios (basically an arena manager – I had to look it up) attempting to program the greatest shows of the age in their own arenas. The game will last for five rounds and the winner will be the player who put on the greatest show and attracted the highest amount of attendees.
To setup follow the directions in the rulebook. In fact, I have a disclaimer: I will certainly NOT be explaining all the rules here nor each component’s purpose. There are simply too many of each to cover. I will try to give the feeling of the game and how it flows.
The game lasts five rounds and each round consists of five different phases. The first phase is Investing. It is during this phase where players will be able to purchase Event Programs to be put on in a later phase, or expanding their personal arena, or purchasing upgrades that give different bonuses throughout the game.
The next phase is Acquiring Event Asset Tokens. These tokens are needed to successfully pull off an Event Program. They consist of cardboard chits representing lions, gladiators, gates, decorations, etc. Players will be bidding for an offering of three of these resources around the table until each player has had a chance to be the auctioneer.
After players have gathered their resource tokens they may Trade Event Asset Tokens. This is pretty self-explanatory, but trades may only happen between the current active player and other players, even though each player will have a chance to be the active player involved in trades.
The fourth phase is Producing an Event and really is the crux of the game. This is when players will be rolling dice to move the nobleeples around the board to land them on the player’s arena and score bonus VP, and using their collected Event Asset Tokens from the previous phases, or even previous rounds, to assign to the program for maximum VP. However, programs may still be put on without the necessary tokens needed, but at a severe cut in VP scored. So there is a balance of using all tokens versus using only some of what is required.
Finally, players will participate in the Closing Ceremonies when players will be awarded podiums for placing in the lead position for attendees earned, and performing round cleanup duties. This phase is not played on the final round of the game.
Of course this is extremely pared down, but explains the overall flow of the game. Play continues over five rounds, but here’s the kicker – to determine the winner of the game players will not be totaling their scores after every round, but rather only increasing their placement on the score track according to their most-attended program. So if Randall scored 10, 17, 33, 45, and 44 over five rounds, his ending score would be 45 VP as his most-attended round was 45 spectators.
Components. Colosseum has amazing components. Tasty Minstrel Games really went all out on this remaster. The art is updated from the original version and is much better-looking. The components seem very deluxe – I mean the coins alone are very impressive, as they are heavy metal embossed coins. The wooden components are all great (except the Emperor’s Loge which looks like it could be a throne but in the rulebook they show it being an upside-down throne). Even the little nobleeples are nice looking and fun to move around the board. I am quite impressed by the components presented in this box. Fair warning – it is tough to get all those components back in the box without planning it out first.
A little backstory with this game and me. My first experience in a hobby game store had the owner approaching me and suggesting three games for my first purchase and induction into the board game collector’s club: Dominion (snooze), Colosseum (would have been WAY too much game for us at the time), and Munchkin (which I happily bought right away). That said, I do not think this is appropriate at all to be used as a gateway game ever. There’s a lot going on, a lot of rules that can be forgotten, or just straight up misunderstanding of rules minutia. So while I am glad I passed on it in 2012 when I started my journey, I am also glad I was able to grab a copy of the new version and give it a shot.
I enjoyed my plays of Colosseum quite a bit. I employed several different strategies going into each game and now have a good idea of how I would like to play going forward. Many things are left to chance in the game, and that may appeal to a certain crowd. For me, I do not at all mind a little chance or luck in my games so it is welcome to stay in my collection. I never actually played the original edition so I cannot compare very well, but I am impressed by this title and it will certainly be seeing more table time. It is also the only game I own by Kramer, and that makes me a little sad. I need to check out more from him for sure.
If you are looking for something a little heavier than what we typically review, enjoy an Ancient Roman theme, and you want to feel a little proud of your own wits when winning board games, check out Colosseum. Purple Phoenix Games gives it a lion-hearted 8 / 12. I hope my 4-year-old will want to play it in 10 years…
In Colosseum players are Impresarios (basically an arena manager – I had to look it up) attempting to program the greatest shows of the age in their own arenas. The game will last for five rounds and the winner will be the player who put on the greatest show and attracted the highest amount of attendees.
To setup follow the directions in the rulebook. In fact, I have a disclaimer: I will certainly NOT be explaining all the rules here nor each component’s purpose. There are simply too many of each to cover. I will try to give the feeling of the game and how it flows.
The game lasts five rounds and each round consists of five different phases. The first phase is Investing. It is during this phase where players will be able to purchase Event Programs to be put on in a later phase, or expanding their personal arena, or purchasing upgrades that give different bonuses throughout the game.
The next phase is Acquiring Event Asset Tokens. These tokens are needed to successfully pull off an Event Program. They consist of cardboard chits representing lions, gladiators, gates, decorations, etc. Players will be bidding for an offering of three of these resources around the table until each player has had a chance to be the auctioneer.
After players have gathered their resource tokens they may Trade Event Asset Tokens. This is pretty self-explanatory, but trades may only happen between the current active player and other players, even though each player will have a chance to be the active player involved in trades.
The fourth phase is Producing an Event and really is the crux of the game. This is when players will be rolling dice to move the nobleeples around the board to land them on the player’s arena and score bonus VP, and using their collected Event Asset Tokens from the previous phases, or even previous rounds, to assign to the program for maximum VP. However, programs may still be put on without the necessary tokens needed, but at a severe cut in VP scored. So there is a balance of using all tokens versus using only some of what is required.
Finally, players will participate in the Closing Ceremonies when players will be awarded podiums for placing in the lead position for attendees earned, and performing round cleanup duties. This phase is not played on the final round of the game.
Of course this is extremely pared down, but explains the overall flow of the game. Play continues over five rounds, but here’s the kicker – to determine the winner of the game players will not be totaling their scores after every round, but rather only increasing their placement on the score track according to their most-attended program. So if Randall scored 10, 17, 33, 45, and 44 over five rounds, his ending score would be 45 VP as his most-attended round was 45 spectators.
Components. Colosseum has amazing components. Tasty Minstrel Games really went all out on this remaster. The art is updated from the original version and is much better-looking. The components seem very deluxe – I mean the coins alone are very impressive, as they are heavy metal embossed coins. The wooden components are all great (except the Emperor’s Loge which looks like it could be a throne but in the rulebook they show it being an upside-down throne). Even the little nobleeples are nice looking and fun to move around the board. I am quite impressed by the components presented in this box. Fair warning – it is tough to get all those components back in the box without planning it out first.
A little backstory with this game and me. My first experience in a hobby game store had the owner approaching me and suggesting three games for my first purchase and induction into the board game collector’s club: Dominion (snooze), Colosseum (would have been WAY too much game for us at the time), and Munchkin (which I happily bought right away). That said, I do not think this is appropriate at all to be used as a gateway game ever. There’s a lot going on, a lot of rules that can be forgotten, or just straight up misunderstanding of rules minutia. So while I am glad I passed on it in 2012 when I started my journey, I am also glad I was able to grab a copy of the new version and give it a shot.
I enjoyed my plays of Colosseum quite a bit. I employed several different strategies going into each game and now have a good idea of how I would like to play going forward. Many things are left to chance in the game, and that may appeal to a certain crowd. For me, I do not at all mind a little chance or luck in my games so it is welcome to stay in my collection. I never actually played the original edition so I cannot compare very well, but I am impressed by this title and it will certainly be seeing more table time. It is also the only game I own by Kramer, and that makes me a little sad. I need to check out more from him for sure.
If you are looking for something a little heavier than what we typically review, enjoy an Ancient Roman theme, and you want to feel a little proud of your own wits when winning board games, check out Colosseum. Purple Phoenix Games gives it a lion-hearted 8 / 12. I hope my 4-year-old will want to play it in 10 years…
Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
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 Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
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 Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
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…