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Biblios
Biblios
2007 | Card Game, Medieval, Religious
Idea of the game/Mechanics of it. (0 more)
I don't love the theme. (0 more)
Dice you don't roll, and books you don't read?!?!
This is a smart little game, that easily travels with you, the dice represent values, and therefore don't get rolled. It's essentially a set collection game with the values ever changing and the crux of the game is what to keep and what to pass, and then what to bid on when it comes up. Be savvy with your money until the time is right and get the best collection. Great little game. Not a ton of depth, but plays better with larger player counts, not especially good with 2 players.
  
Yahtzee
Yahtzee
1956 | Dice Game
The game of perfectly combining luck and strategy
The ability to read the dice and hold/roll again is something that develops after a few games. You roll the 5 dice and are looking to make poker-hand combinations (total of 3s, 3 of a kind, straight, etc) in order to fill the scoreboard - if you pick the wrong space in the scoreboard too soon you can end up scoring nothing for an excellent throw.
Learning what to hold and what to spin and keeping your options open is a must - you can't go all out for 5 of a kind (Yahtzee!) on 6s if you have already scored for 6s etc.
  
BANG!
BANG!
2002 | American West, Bluff, Card Game, Deduction, Fighting
“I’m gonna bang you.” Taken out of context, one might be slapped for saying such things. While playing a rousing game of BANG! The Dice Game, it’s only too common. To “bang” someone (in this game) is to shoot them. With a gun. While Purple Phoenix Games does not condone violence or murder, you gotta admit that banging your friends with no risk of bodily harm is definitely exciting!

Okay, so at its Wild West heart, BANG! The Dice Game is just that: a dice game. Have you played Yahtzee! before? Or anything with the Yahtzee! mechanic? You know, you throw some dice, save one or more for scoring, and can re-roll up to twice more to try to get the desired result? Well now you know how to play BANG! The Dice Game – mostly.

What makes this different and more exciting than Yahtzee! is that everyone will have a special identity which affords them a special player power. It could be re-rolling a specific die face again, or minimizing damage from an attack. Add to that the fact that everyone is also dealt a role card to determine their team affiliation – Sheriff and Deputy, Outlaws, or the Renegade. The Sheriff wins if the bad guys are eliminated, the Deputy wins if the Sheriff survives, the Outlaws win if the Sheriff is eliminated, and the Renegade wins if they are the last one standing.

Now, I didn’t mention that there are “Indians” who could possibly shoot arrows at the players because it’s not politically correct, but this is set in the Old West, and that’s unfortunately what they called Native Americans, and that’s the terminology that is used in the game.

This game boasts a play experience that is fast, engaging on every turn (even the other players’), easy to learn, and just plain hilarious fun. Yes, you could be eliminated in a game, but games typically last like 15-20 minutes, so you don’t have to wait long to get back in the fight.

With easy, fast, and fun gameplay, an interesting theme to role play, and great components, Purple Phoenix Games gives this one a rootin’ tootin’ 13 / 18 (Josh hasn’t played it yet).

https://purplephoenixgames.wordpress.com/2019/01/02/bang-the-dice-game-review/
  
Dice Forge
Dice Forge
2017 | Ancient, Dice Game, Fantasy
I wish the two dice were colored more distinct colors. They are an off white and a really light tan and it makes it hard to tell them apart. (0 more)
This game is really unique. I enjoy deck builders and dice games and this combines the two. Instead of building a deck of cards, however, you are altering the faces of a pair of dice to accumulate resources and take actions. I like that you gather resources on all players' turns because it allows you to have enough to do on your turn. This is a competitive game, however there is little you can do that will really hinder anther player's game play. There are some "attacks" but they are more little setbacks for the other player rather than total game changers. Overall, I think this is a really fun game. It takes a little playing before you get the hang of how to change the die faces, but it is really pretty easy once you get it together. I also like the fact that it is a fast game. Since all players are rolling during all the turns, you aren't really waiting for your turn, which is nice.
  
Roll Player
Roll Player
2016 | Dice Game, Fantasy
I love this game! It is similar to Sagrada, in that you must roll dice and place them on a board according to certain requirements. The point of the game is to roll a character. You buy cards and take actions depending on the character you are creating. It is a very well done game.
  
Shadow Kingdoms of Valeria
Shadow Kingdoms of Valeria
2021 | Dice Game, Fantasy
As you’ve read in our previous reviews, we are BIG fans of the Valeria-verse games. Whether we have to recruit adventurers for quests, build a thriving village, or traverse the lands to protect its people from various Monsters, we are all about this realm. For this newest installation in the series, the tables have been flipped on us – because doesn’t it get tiring always being the ‘good guys’? Shadow Kingdoms of Valeria allows players to embrace their inner dark side and fight back against these ‘heroes’ to reclaim dominance over the lands. Sometimes, it just feels good to be bad!

Shadow Kingdoms of Valeria is a game of worker placement and dice drafting/pool building in which players are trying to amass the most VP by the end of the game. Played over a series of rounds, players will take turns moving their Warden, drafting dice, and performing various actions. To setup, place the main board in the center of the play area. Shuffle and place the Battle Plan deck, Award cards, and Champion decks in their corresponding locations. Fill the dice bag with the requisite number of dice for your player count, and draw/roll/place the listed number of dice in each of the 5 Shrines (areas) of the main game board. A specified number of Gems are placed in the appropriate Shrine, and each player places their score marker on the 0 space of the score track. Each player receives a player board, random Campaign Map, Warden and Conquest Markers in their chosen color, as well as markers for Gold, Influence, and Magic. Choose a starting player, and the game is ready to begin! The setup for a 2-player game is pictured below.

On your turn, you will move your Warden from its current location to one of the other 5 locations on the board. Whichever location you choose dictates what actions you may take this turn, and are as follows: Gem Shrine, Magic Shrine, Champions Shrine, Gold Shrine, Tactics Shrine, or your own Camp. When placing your Warden at any location (with the exception of your own Camp), you will first select one of the dice found at that Shrine and place it on an open space of your player board. You may not move to a Shrine if it has no dice! After taking a die, you may perform the action associated with your chosen location. The Gem Shrine allows you to take 1 Gem, which can be used to manipulate dice in future turns. At the Magic Shrine, you may gain 2 Magic or claim 1 Award card. Magic can be spent in the game to manipulate dice or partially refresh the Champion/Battle Plan decks, and Award cards give you VP and can be claimed once you have met their requisite conditions. The Champions Shrine grants you the opportunity to buy a Champion card. Champions can provide either Immediate, Ongoing, or End-Game effects. The Gold Shrine allows you to gain Gold (used to purchase Champions and Battle Plans), and the Tactics Shrine allows you to buy a Battle Plan to be placed in your reserve on your player board.

The final location, your own Camp, is on your player board. When you place your Warden here, you are committing to perform a Battle. To do so, select which Battle Plan you wish to complete (either from your reserve, or pay Gold to buy directly from the Battle Plan line), and place it on your player board. All Battle Plans have certain dice requirements that need to be met in order to be completed. Select and manipulate which dice you want to use for your chosen Battle Plan, and add up your total Strength. Compare your Strength to your Influence marker – the lower of the two will be your total strength for this battle. Check the chart on your player board to find the number of VP you earn for the total Strength level achieved in the Battle, and immediately move your score marker the appropriate number of spaces. After performing a Battle, you get to level up your player board. During the game setup, each player receives 10 Conquest Markers that are housed on their player board, blocking/locking certain bonuses, abilities, and dice slots. After a Battle, you may remove 1 Conquest Marker from your player board (granting you a new bonus/ability for future turns), and place it on your Campaign Map. Campaign Maps have nine different slots that will grant you differing rewards. Once you have moved your Conquest Marker, return all dice used in this Battle to the dice bag, and move your completed Battle Plan card to the side of your player board. Your turn then ends and the game moves to the next player.


The game continues in this fashion, with players moving their Wardens, collecting dice, and performing actions, until one player has completed their 7th Battle Plan. The round continues until all players have had an equal number of turns, and then players add up any remaining VP. The player who has accumulated the most VP is then declared the winner!

It really should come as no surprise to you that I love this game. Beyond just the Valeria-verse theme, though, the gameplay is more strategic than I originally thought. Yes, it’s a worker placement and dice drafting game, but the underlying strategy is really what makes it great. You see, the dice in the game have 3 different elements that affect your strategy. First is the color: each color matches a Faction, and different Factions are required to complete specific Battle Plans. Next, is the actual die value: you want higher numbers to get a higher Strength, which equates to more VP when completing Battle Plans. And lastly is the discount: depending on the face value of the die, you will receive a discount towards purchasing Champions, Battle Plans, or collecting gold. The lower the face value of the die, the higher the discount, and vice versa. So yeah, maybe taking a 1 value die won’t really help in the Battle Plan, but the amount of gold it allows you to collect might be worth it. You have those 3 things to consider for dice alone! And that doesn’t even take into account which Champions you might want to buy, or what Battle Plans would be beneficial to you.

Another neat strategic element are the Conquest Markers on your player board. Everyone starts with the same number/placement of Conquest Markers, but as the game progresses, players may resolve them in various ways. There is no ‘correct’ order in which to move Conquest Markers – it all comes down to your strategy. Maybe you want more dice right off the bat, so you remove those first. Or maybe you want to be able to reserve more than 1 Battle Plan at a time, so you go for that one. It’s going to be different for every player, and it’ll be different every game. It all depends on the layout of the main board, and which dice and actions are available to you at any given time. There are so many strategic considerations throughout the entire game, and it keeps all players actively engaged.

Components. No surprise here, but the component quality is great, which is to be expected of Daily Magic Games. The cardboard is all thick and chunky, the wooden tokens nice and sturdy, and the cards are easy to manipulate and clear to read. The artwork is, in my opinion, one of the greatest things about the Valeria games, and Shadow Kingdoms is no exception. When getting the game set up, sometimes I find myself just looking through the cards and really appreciating the artwork. So all in all, great production quality here.

Does Shadow Kingdoms of Valeria climb the ranks to my favorite Valeria game? Not quite, but I have to say honestly that it’s getting there. The gameplay is solid and straightforward, the strategic implications are vast, and the components make the game feel awesome. And to get the Monster perspective in this universe is a neat twist that I otherwise would not really have thought of. If you’re a fan of the Valeria games, definitely check this one out. Or if you’re just a fan of worker placement, with some unique elements of drafting, then I highly recommend this one as well. Purple Phoenix Games gives it a mighty 5 / 6. Check it out. I don’t think you’ll be disappointed.
  
Mice and Mystics
Mice and Mystics
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Miniature game pieces are amazing (3 more)
Game board tiles art is amazing
Card artwork is amazing
Story is amazing ice a
Epic board game
Mice and Mystics is a phenomenal dungeon based board game which has an awesome story to help drive game play. The fighting mechanism is all down the roll of the dice with opportunity for the attacks to also be blocked by the roll of the dice. You get a chance to search for special equipment as well to help your missions. If you want a game that is going to keep you occupied for hours and can be played between 1 and 4 people it is one that needs to be purchased. This will not let you down in any way.
  
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Entertainment Editor (1988 KP) rated Stone Age in Tabletop Games

Mar 7, 2018 (Updated Mar 7, 2018)  
Stone Age
Stone Age
2008 | Dice Game, Prehistoric
Excellent tactile feel to the game. Offers a sense of accomplishment. Forgiving, but still creates tension. Easy for newcomers but still enjoyable for advanced players. (0 more)
Might run a little long, especially with new players. Dice rolls prone to swings of luck. Not an extremely deep game. (0 more)
Dice are most of the time anathema to Euro gamers. The numbered cubes are seen as the center of luck-driven games. Almost all of us have a tale to tell of knocking on the door of Irkutsk with a giant army only to be fended off by a few lucky rolls.

Reviewer: Farmerlenny
Read the full review here: http://islaythedragon.com/game-reviews/a-rolling-stone-gathers-no-moss-a-review-of-stone-age/
  
HeroQuest
HeroQuest
1989 | Adventure, Exploration, Fantasy, Fighting, Miniatures
The original and best. HeroQuest is such a gentle, yet thrilling entry into the world of RPGs, where simple dice throwing, teamwork and spell casting can allow a team to pit their strength against pre-designed quests. A vast array of furniture, special tiles, doors and evil creatures are waiting to be put on the board when you enter the room, but be prepared to have to search for traps, secret doors and pitfalls or you won't get far. One player acts as Dungeon Master, the rest pick their characters (barbarian, dwarf, wizard or elf), each with their own skills and abilities.
Dice rolling was as simple as skulls or shields - beat the enemy's roll (allowing for handicaps) to defeat them and move on.
  
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Shayde (75 KP) rated Yahtzee in Tabletop Games

Jun 18, 2018 (Updated Jun 19, 2018)  
Yahtzee
Yahtzee
1956 | Dice Game
Easy to play (3 more)
Quick set up
Small amount of pieces
Fun
Mostly based of luck (1 more)
Can get boring
A Game of Chance
Yahtzee is fun game that you can take with you on vacation, or easily take to a friends house. It consists of just a cup, 5 dice, and a score pad. You could honestly just buy at the parts separately to play this game and print out a score sheet. There isn't too much skill involved though, you are mostly at the mercy of Lady Luck and a literal handful of dice. It's something fun to break out every now and then, but not something that can really hold a groups attention for too long in my experience.