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Purple Phoenix Games (2266 KP) rated Disney Villainous in Tabletop Games
Jan 6, 2020
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, 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
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, 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
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
graveyardgremlin (7194 KP) rated Every House is Haunted in Books
Feb 15, 2019
Standouts:
Cabin D - Intriguing beginning gave way to fascinating ending.
The Nanny - This just made for a neat ghost story.
The Cat - I could use a cat like this, but I don't know if I'd survive.
Charlotte's Frequency - Creepy and weird. Me likey. After reading, I wondered who'd win in a Cat vs. Charlotte battle. <spoiler>I vote for draw, or else they team up and annihilate humanity. That's probably more likely.</spoiler>
The Tattletail - Kinda cute, actually.
Inheritor - I kinda saw where this was headed but it still made for a darned good yarn.
The Candle - Appropriately creepy and a good book ender although I'm not exactly sure what the heck happened.
Ho-hum
Autumnology - I get it, but I think I'd get it more when I'm an old geezer. Physically, not just in mind.
The Dark and the Young - This was just too long and explained things too much but with little point.
Woods - I liked the thought behind this but the ending just didn't do anything for me.
Relaxed Best - In a different anthology, I might have liked this better as I like noir, but I just didn't care for where it went.
Twillingate - Meh.
All the rest of the tales fell somewhere in between awesome and meh, but even in the Ho-hum category, I didn't actually hate any of the stories.
3.5 stars
Cabin D - Intriguing beginning gave way to fascinating ending.
The Nanny - This just made for a neat ghost story.
The Cat - I could use a cat like this, but I don't know if I'd survive.
Charlotte's Frequency - Creepy and weird. Me likey. After reading, I wondered who'd win in a Cat vs. Charlotte battle. <spoiler>I vote for draw, or else they team up and annihilate humanity. That's probably more likely.</spoiler>
The Tattletail - Kinda cute, actually.
Inheritor - I kinda saw where this was headed but it still made for a darned good yarn.
The Candle - Appropriately creepy and a good book ender although I'm not exactly sure what the heck happened.
Ho-hum
Autumnology - I get it, but I think I'd get it more when I'm an old geezer. Physically, not just in mind.
The Dark and the Young - This was just too long and explained things too much but with little point.
Woods - I liked the thought behind this but the ending just didn't do anything for me.
Relaxed Best - In a different anthology, I might have liked this better as I like noir, but I just didn't care for where it went.
Twillingate - Meh.
All the rest of the tales fell somewhere in between awesome and meh, but even in the Ho-hum category, I didn't actually hate any of the stories.
3.5 stars
Purple Phoenix Games (2266 KP) rated Monster Stomping: Heroes in Tabletop Games
Dec 15, 2020
Godzilla. King Kong. Goldar. Large monsters that terrorize cities. We’ve all seen ’em. They’ve kicked in our schools, workplaces, and neighborhood parks. Luckily, even greater heroes are around to save the day and protect our livelihoods with their amazing superpowers. What, just my neighborhood? Oh. Well, get ready to play a game based on my neighborhood superhero and the kaijus that wreak havoc and bring devastation everywhere they tread.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Purple Phoenix Games (2266 KP) rated Tail Story in Tabletop Games
Jul 1, 2020
The saying goes, “If you can dream it, you can achieve it.” I know there were points in my life when I wanted to be a rock star, a zookeeper, or even a professional mascot. But who says that dreams only apply to people? Our beloved pets can dream too! Haven’t you ever seen a sleeping pup, legs twitching from an imaginary chase? Or caught your cat prowling around, as if on a secret mission? What do animals dream about? Well, Tail Story allows you to create dreams and achieve the impossible with your chosen pet!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
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.
Purple Phoenix Games (2266 KP) rated High Noon in Tabletop Games
Mar 1, 2021
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.
Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L
High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!
Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!
Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.
Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!
Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L
High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!
Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!
Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.
Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!
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Purple Phoenix Games (2266 KP) rated Hit the Silk! in Tabletop Games
Mar 9, 2021
Ok here’s the deal. You and your buddies have gone in deep with the casino and they are out to ice you if you don’t pay up. You have secured the funds to repay your debts and have hijacked the plane needed to get back to settle up. There’s just one problem: there are 3-6 of you and only 2-5 parachutes on board this plummeting aircraft. With whom to ally and can you make it off the plane with enough parachutes and money to make this run worth it?
Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?
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. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.
Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.
The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.
Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).
Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.
So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.
I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.
Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?
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. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.
Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.
The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.
Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).
Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.
So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.
I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.
Purple Phoenix Games (2266 KP) rated Haven in Tabletop Games
May 1, 2021
Have you ever been a spirit of the forest fighting to keep it from falling into the hands of a greedy nearby city? No? What about the greedy nearby city – ever been one of those? No?? Then you are in luck because Haven is all about pitting the inhabitants of the Forest against the expansion of the nearby City in a fight for the rights to the mysterious Forest. Who will champion the battlefield and further their agendas? Read on to find out!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
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