Search
Purple Phoenix Games (2266 KP) rated Tatorship in Tabletop Games
Feb 18, 2020
The world of politics and democracy is definitely a complicated and confusing place. Finding your way through all the jargon and political processes can be mind-boggling. Enter Tatorship – the card game specifically designed to teach you about democracy and politics as you play!
Disclaimer: We were provided a copy of this game for the purposes of this preview. This is not the finished product, so some of the components may change in the final printing. -L
Tatorship is a card game of hand management and bidding in which players are racing to complete their secret political missions before their opponents. To set up the game, place the 6 Rights in their respective piles in ascending order. Each player randomly selects a Tator, Top Secret Mission, Bottom Secret Mission, and Executive Mission, as well as Action cards and a Bluff card. The Tator is your character, and provides a unique Executive power. The Mission cards (Top, Bottom, and Executive) each refer to specific Rights in the play area. Action cards provide resources necessary for interacting with the Rights, and for use during the Election.
On your turn, you interact with the current Rights on the table. The Rights in play act as the ‘rules’ for the current round. For example, one Right tells you how many Action cards to draw each turn, and another tells you what your hand limit is at the end of your turn. During this phase, you will also have the opportunity to ‘erode’ (remove) Rights from play. To erode a Right, you must pay the resources displayed on the Right card. Each Right has 4 cards, and the bottom-most card must be showing for that Right to be considered to be completely eroded. Your secret Missions require you to erode specific Rights in play, so you must strategize how to use your resources to best benefit your Missions. After all players have taken a turn, the game moves to the Election phase. During the Election, players are casting votes (the # of resources on the Action card is the # of votes it is worth) in an effort to elect a player to be the Executive for the next round. The Executive goes first in the next round, and gets to assign Roles to all players. In order to complete your Executive mission, you must have the Executive card at time of completion. You can vote for an opponent, as well as yourself. Cast a vote with your Bluff card, however, and your votes do not count! Trick your opponents into thinking you’ve voted for them, but reveal the Bluff and get those votes back. Didn’t win the Election? That’s ok! Take a Backstab card as a condolence. Backstab cards can be played at any time and can negatively affect your opponents, or could give you a leg up over opponents. Play continues until one player has completed all 3 of their secret Missions.
If you are confused at all by the rules/gameplay overview above, I have to admit that I am too. The rules provided with this game are extremely vague and confusing to understand. Not even a rulebook, these rules are compiled on 3 separate playing cards. The text is sparse, ambiguous, and contradictory. For example, one card says that each Right is followed once per turn per player, but in any order. But one of the Rights pertains to the Election phase, which I believe only happens once per round? Or does it happen on every single players’ turn since each Right is supposed to be followed by every player on every turn? The ambiguity of the rules bleeds over into other cards as well. Some cards say to ‘discount’ a Right, but nowhere does it say what ‘discount’ means. Do you immediately erode that Right by one? Or do you just pay one fewer resource to erode? There is no clarification anywhere, and that made this game frustrating to play.
Another qualm with this game is that it is supposed to be educational, but I do not think it achieves its goal. I do have to commend the creators for their efforts, but I think they fall flat. Every Action card has small text at the bottom that details the political concept addressed on the card. Here’s the catch – the text is educational, but it is so small that it can be easily ignored. It also has no bearing whatsoever on the gameplay, so I have to admit that I almost never read any of that extra text.
In theory, this game could be fun and educational. In actuality, though, it falls flat. The ambiguity of the rules meant that we played differently nearly every time. We tried interpreting the rules in several ways, but ultimately we just got frustrated by not knowing how everything actually works. With some serious rules work, this game has the potential to be something good. But in its current state, it feels more like a half-baked potato.
Disclaimer: We were provided a copy of this game for the purposes of this preview. This is not the finished product, so some of the components may change in the final printing. -L
Tatorship is a card game of hand management and bidding in which players are racing to complete their secret political missions before their opponents. To set up the game, place the 6 Rights in their respective piles in ascending order. Each player randomly selects a Tator, Top Secret Mission, Bottom Secret Mission, and Executive Mission, as well as Action cards and a Bluff card. The Tator is your character, and provides a unique Executive power. The Mission cards (Top, Bottom, and Executive) each refer to specific Rights in the play area. Action cards provide resources necessary for interacting with the Rights, and for use during the Election.
On your turn, you interact with the current Rights on the table. The Rights in play act as the ‘rules’ for the current round. For example, one Right tells you how many Action cards to draw each turn, and another tells you what your hand limit is at the end of your turn. During this phase, you will also have the opportunity to ‘erode’ (remove) Rights from play. To erode a Right, you must pay the resources displayed on the Right card. Each Right has 4 cards, and the bottom-most card must be showing for that Right to be considered to be completely eroded. Your secret Missions require you to erode specific Rights in play, so you must strategize how to use your resources to best benefit your Missions. After all players have taken a turn, the game moves to the Election phase. During the Election, players are casting votes (the # of resources on the Action card is the # of votes it is worth) in an effort to elect a player to be the Executive for the next round. The Executive goes first in the next round, and gets to assign Roles to all players. In order to complete your Executive mission, you must have the Executive card at time of completion. You can vote for an opponent, as well as yourself. Cast a vote with your Bluff card, however, and your votes do not count! Trick your opponents into thinking you’ve voted for them, but reveal the Bluff and get those votes back. Didn’t win the Election? That’s ok! Take a Backstab card as a condolence. Backstab cards can be played at any time and can negatively affect your opponents, or could give you a leg up over opponents. Play continues until one player has completed all 3 of their secret Missions.
If you are confused at all by the rules/gameplay overview above, I have to admit that I am too. The rules provided with this game are extremely vague and confusing to understand. Not even a rulebook, these rules are compiled on 3 separate playing cards. The text is sparse, ambiguous, and contradictory. For example, one card says that each Right is followed once per turn per player, but in any order. But one of the Rights pertains to the Election phase, which I believe only happens once per round? Or does it happen on every single players’ turn since each Right is supposed to be followed by every player on every turn? The ambiguity of the rules bleeds over into other cards as well. Some cards say to ‘discount’ a Right, but nowhere does it say what ‘discount’ means. Do you immediately erode that Right by one? Or do you just pay one fewer resource to erode? There is no clarification anywhere, and that made this game frustrating to play.
Another qualm with this game is that it is supposed to be educational, but I do not think it achieves its goal. I do have to commend the creators for their efforts, but I think they fall flat. Every Action card has small text at the bottom that details the political concept addressed on the card. Here’s the catch – the text is educational, but it is so small that it can be easily ignored. It also has no bearing whatsoever on the gameplay, so I have to admit that I almost never read any of that extra text.
In theory, this game could be fun and educational. In actuality, though, it falls flat. The ambiguity of the rules meant that we played differently nearly every time. We tried interpreting the rules in several ways, but ultimately we just got frustrated by not knowing how everything actually works. With some serious rules work, this game has the potential to be something good. But in its current state, it feels more like a half-baked potato.
Purple Phoenix Games (2266 KP) rated Game of HAM: Adult Set in Tabletop Games
Jul 1, 2020
We recently invested in a really great pork loin and were able to get like three excellent meals out of it (if you want recipes, that’s a different blog). I know pork loin and ham aren’t the same, but I do enjoy them immensely. That’s why when I heard about a Game of HAM I was all set and ready to begin! But what I played wasn’t a game about ham at all, but rather a game of “Hating All Mankind.” What???
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
Phone for Play - Creative Fun
Education and Games
App
~~> The largest collection of fun educational activities in a single app! ~~> Top #1 Education app...
Purple Phoenix Games (2266 KP) rated Morels in Tabletop Games
Jul 12, 2019
Ahh mushrooms. Such a wonderful foodstuff that I am trying to teach myself to enjoy. I just have never really liked them. Imagine my surprise when several years ago this game about mushrooms was causing some buzz and after some research decided I absolutely had to have it. Back then my wife and I played games together a lot. So 2-player games were our jam. Now we have kids, and we game with more people usually. But, I still never forgot about this little card game, and if you play it, you won’t either.
Imagine yourself hiking in the forest with your loved one or a friend, or straight up mushroom hunting like Josh enjoys. You come across many species of fungus, and that makes you super hungry. Well, why not collect those mushrooms and cook them into a delightful little snack for you and your traveling partner? This is the premise of the game Morels.
DISCLAIMER – The focus of this review is for vanilla base game Morels. Should we add in the “Foray” expansion in the future we will add that information here, or add a link to the expansion material review. -T
I do not intend to paraphrase the entire rulebook here, but will hit on some of important factors so my readers can get a sense of how the game plays. A row of cards will be splayed out in the middle of the table to create the walking path you will traverse. On your turn you may collect one of the cards closest to the draw deck, play a card from your hand, exchange like mushroom cards for walking sticks, cook like mushrooms (adding any butter or cider you may have), or collect all the cards from the decay pile. Only cards that you cook will score at the end of the game, so be mindful to collect enough frying pans and bonus cards to improve your scores. WATCH OUT for the Destroying Angels that temporarily poison you and need to work their way through your camp. If you can make it through the forest with the highest quality snacks being cooked you win!
Components. This game consists of a giant pile of cards that barely fit back in the box when sleeved, and some cardboard chips. Honestly, I have had my copy of the game sleeved for so long I do not remember the quality of the cards, but I am sure they are great. The cardboard chips are fine. I got rid of my insert from my box so that I can use my sleeves and arrange it the way I want – actually, I am thinking of crafting my own foamcore insert for this game too. The art is good. It straddles the line between realistic and quasi-cartoony but I like it all the same. Iconography is clear and the night-time cards are especially fun to inspect.
The game play is simple card drafting, set collection, and hand management, but it’s a light game to be enjoyed by two players with minimal direct interaction. I do love the weight of the game. It is light, but you also have to think and make some very difficult decisions. Do you grab the decay that has two Morels and a Destroying Angel? It could definitely be worth it if you can stomach having that Angel in your camp. Should you bolster up on frying pans or maybe you should sell those other shrooms for walking sticks so you can choose better cards from the path. It’s really a great game that I am very happy to still have in my collection. With that said, Purple Phoenix Games (with an assist from my wife, Kristin), give this one a relaxing, but not really delicious to me yet, rating of 13 / 18.
Imagine yourself hiking in the forest with your loved one or a friend, or straight up mushroom hunting like Josh enjoys. You come across many species of fungus, and that makes you super hungry. Well, why not collect those mushrooms and cook them into a delightful little snack for you and your traveling partner? This is the premise of the game Morels.
DISCLAIMER – The focus of this review is for vanilla base game Morels. Should we add in the “Foray” expansion in the future we will add that information here, or add a link to the expansion material review. -T
I do not intend to paraphrase the entire rulebook here, but will hit on some of important factors so my readers can get a sense of how the game plays. A row of cards will be splayed out in the middle of the table to create the walking path you will traverse. On your turn you may collect one of the cards closest to the draw deck, play a card from your hand, exchange like mushroom cards for walking sticks, cook like mushrooms (adding any butter or cider you may have), or collect all the cards from the decay pile. Only cards that you cook will score at the end of the game, so be mindful to collect enough frying pans and bonus cards to improve your scores. WATCH OUT for the Destroying Angels that temporarily poison you and need to work their way through your camp. If you can make it through the forest with the highest quality snacks being cooked you win!
Components. This game consists of a giant pile of cards that barely fit back in the box when sleeved, and some cardboard chips. Honestly, I have had my copy of the game sleeved for so long I do not remember the quality of the cards, but I am sure they are great. The cardboard chips are fine. I got rid of my insert from my box so that I can use my sleeves and arrange it the way I want – actually, I am thinking of crafting my own foamcore insert for this game too. The art is good. It straddles the line between realistic and quasi-cartoony but I like it all the same. Iconography is clear and the night-time cards are especially fun to inspect.
The game play is simple card drafting, set collection, and hand management, but it’s a light game to be enjoyed by two players with minimal direct interaction. I do love the weight of the game. It is light, but you also have to think and make some very difficult decisions. Do you grab the decay that has two Morels and a Destroying Angel? It could definitely be worth it if you can stomach having that Angel in your camp. Should you bolster up on frying pans or maybe you should sell those other shrooms for walking sticks so you can choose better cards from the path. It’s really a great game that I am very happy to still have in my collection. With that said, Purple Phoenix Games (with an assist from my wife, Kristin), give this one a relaxing, but not really delicious to me yet, rating of 13 / 18.
Phone for Play: Full Version
Education and Games
App
~~> The largest collection of fun educational activities in a single app! ~~> Top #1 Education app...
Purple Phoenix Games (2266 KP) rated Rescuing Robin Hood in Tabletop Games
Nov 10, 2020
I have a secret to tell you all. I love the Robin Hood IP, even though my only real knowledge of it comes from the “Robin Hood: Men in Tights” and “Robin Hood: Prince of Thieves” movies. I have never read the story, nor have I ever watched the Errol Flynn movie. So why do I love Robin Hood so much? I really can’t tell you for sure, it just seems like such a fun theme with lots of characters and an interesting central plot. So how does this quasi-deck-builder fare? Faire? I think fare. Let’s find out.
Rescuing Robin Hood is a cooperative card drafting and deck building game with multiple value usage on each card and, at least in my very first play, the humbling experience of having over 20 guards protecting the Sheriff of Nottingham. Players will win once Robin Hood is rescued, but may achieve an ultimate victory by defeating the Sheriff and his guard detail.
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 launching November 10, 2020, or through any retailers stocking it after fulfillment. -T
To setup, follow the setup suggestion in the rulebook. The game should roughly look how it is below in the photo. Roughly. The components include cards for Nottingham Castle, the Sheriff, his guards, Robin Hood, his band of Merry Men, other recruitable villagers, and a Tracker Card. Along with all the cards, inside the box are tracker cubes and ability chips. Once the game is setup, determine the starting player and the game may begin!
A game of Rescuing Robin Hood lasts five rounds (or “days” to rescue the hero from being executed). Each round has players dealing four cards from their draw decks and using these four villagers in conjunction with their chosen Merry Men character card to create values on the Tracker Card for Wit, Stealth, Brawn, and Jolliness. Some villagers or characters will also provide the player with ability chips to be used during the turn. These include Prayer (which can move guards from one group to another, or eliminate a guard entirely – the power of prayer is REAL), Cookery (which can be used to increase the values of Wit, Stealth, or Brawn by +2 for each chip), and Scouting (which allows a player to reveal a face-down guard card in any group).
Once the active player has adjusted all their values they wish, they may now begin attacking guards. Per the setup card for each round a group of guards are holding villagers captive and they must be defeated in order to free the villagers to be recruited to players’ decks. In order to defeat a guard or entire groups of guards, players will be attacking twice using their Wit, Stealth, and/or Brawn values.
To attack with Wit, the active player will determine which group of guards they will attack and target the face-up guard at the end of the group. If defeated, the player will reduce their total Wit by the value of Wit they expended to defeat the first guard. Should they wish to continue attacking guards with Wit, they must state this before flipping the next guard face-up. This adds the push-your-luck element to the game. Should the player wish to stop, the guards are defeated. Should the player bust, the entire collection of guards previously outwitted are added back to the group face-up to be defeated by another player or by the same player using a different attack method.
If the active player wishes to use Stealth to attack guards, they must choose a group of guards and pick them off one by one. Using their total Stealth value and decreasing it with each successful attack, the player will choose one or more (face-up or face-down) guards to attack. Again, should they succeed the guards will be defeated and removed from play. Should the player bust by attempting to pick off too many guards, then all guards are added back to the group face-up.
Using Brawn to attack guards requires the active player to choose a group of guards and attack the ENTIRE group using their Brawn value. Should the player succeed in defeating all guards in the group (no matter the size of the group) then all guards are removed from play. If the player fails, as always, the guards are returned to the group to taunt the next player.
Active players will be able to attack guards twice on a turn but must use two different attack methods. Should the player end their turn with remaining Brawn or Jolliness values, those values will be passed along to the next player in turn order to be used. Additionally, should the next player end their turn with Brawn or Jolliness, they will be passed to the next player and so on.
At the end of each round villagers that were freed of guards during the round will be drafted to players’ decks. At the end of round 2 and 4 players’ decks will be thinned by choosing which villagers stay and which will aid the players in the final round. The final round of Rescuing Robin Hood pits the players against the walls of Nottingham Castle, a Courtyard full of guards, and even Sheriff Nottingham and his personal guards. Again, should the players defeat the Castle walls and Courtyard, they free Robin Hood and win the game. If the players are feeling particularly confident they may also challenge the Sheriff for ultimate victory.
Components. Again, this is a prototype copy of the game using prototype components. That said, the components we received are truly excellent. Firstly, the art style throughout the game is crisp and colorful and a lot of fun. Some of the names of the villagers are downright silly and punny and I absolutely love that. The cards are all wonderful, and the cubes are normal game cubes (not Nintendo-related), and hopefully they will be upgraded via a successful Kickstarter campaign. All in all the components are great and the art is quite enjoyable.
So do I like Rescuing Robin Hood? Oh yes, quite a bit! This game exercises my brain so much without having to labor for minutes on end creating strategies and alternate strategies. I enjoy being able to just barrel into a group of guards and take out the entire swath of them using my extreme Brawniness. Need to pump up before a fight? Well obviously I’ll use up my Jolliness to boost my confidence or narrow my concentration. I purposely omitted several rules so as not to bog down my review any further, but there are so many interesting little flecks of mechanics working together to create a cohesive gaming experience and it is simply delicious.
While Rescuing Robin Hood is not incredibly heavy, there are tons of choices to be made and risks to be taken to achieve ultimate victory. I enjoy being able to tailor my deck with powerful villagers, or specialize in two attack values to unload on guards. Having players that use interesting mixes of Merry Men characters also increases the enjoyment as this game is absolutely cooperative and players may assist each other in many ways. Need some extra Wit for your turn coming up? Here, let me pass along my extra Jolliness to you to use. Want some Cookery too? Go ahead, I’ve got plenty to share. Oh, such great feelings at the table being able to share resources like this.
So I urge you, dear reader, to check out the Kickstarter campaign for Rescuing Robin Hood. If you enjoy lighter (but not tooooo light) cooperative, card drafting, deck building games with a great theme, you need to pick up a copy of Rescuing Robin Hood. I didn’t see Blinkin or Ahchoo in the game, but that’s not to say Castillo Games doesn’t have these hiding in stretch goals (I really don’t know if they are in the plans, but they SHOULD be).
Rescuing Robin Hood is a cooperative card drafting and deck building game with multiple value usage on each card and, at least in my very first play, the humbling experience of having over 20 guards protecting the Sheriff of Nottingham. Players will win once Robin Hood is rescued, but may achieve an ultimate victory by defeating the Sheriff and his guard detail.
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 launching November 10, 2020, or through any retailers stocking it after fulfillment. -T
To setup, follow the setup suggestion in the rulebook. The game should roughly look how it is below in the photo. Roughly. The components include cards for Nottingham Castle, the Sheriff, his guards, Robin Hood, his band of Merry Men, other recruitable villagers, and a Tracker Card. Along with all the cards, inside the box are tracker cubes and ability chips. Once the game is setup, determine the starting player and the game may begin!
A game of Rescuing Robin Hood lasts five rounds (or “days” to rescue the hero from being executed). Each round has players dealing four cards from their draw decks and using these four villagers in conjunction with their chosen Merry Men character card to create values on the Tracker Card for Wit, Stealth, Brawn, and Jolliness. Some villagers or characters will also provide the player with ability chips to be used during the turn. These include Prayer (which can move guards from one group to another, or eliminate a guard entirely – the power of prayer is REAL), Cookery (which can be used to increase the values of Wit, Stealth, or Brawn by +2 for each chip), and Scouting (which allows a player to reveal a face-down guard card in any group).
Once the active player has adjusted all their values they wish, they may now begin attacking guards. Per the setup card for each round a group of guards are holding villagers captive and they must be defeated in order to free the villagers to be recruited to players’ decks. In order to defeat a guard or entire groups of guards, players will be attacking twice using their Wit, Stealth, and/or Brawn values.
To attack with Wit, the active player will determine which group of guards they will attack and target the face-up guard at the end of the group. If defeated, the player will reduce their total Wit by the value of Wit they expended to defeat the first guard. Should they wish to continue attacking guards with Wit, they must state this before flipping the next guard face-up. This adds the push-your-luck element to the game. Should the player wish to stop, the guards are defeated. Should the player bust, the entire collection of guards previously outwitted are added back to the group face-up to be defeated by another player or by the same player using a different attack method.
If the active player wishes to use Stealth to attack guards, they must choose a group of guards and pick them off one by one. Using their total Stealth value and decreasing it with each successful attack, the player will choose one or more (face-up or face-down) guards to attack. Again, should they succeed the guards will be defeated and removed from play. Should the player bust by attempting to pick off too many guards, then all guards are added back to the group face-up.
Using Brawn to attack guards requires the active player to choose a group of guards and attack the ENTIRE group using their Brawn value. Should the player succeed in defeating all guards in the group (no matter the size of the group) then all guards are removed from play. If the player fails, as always, the guards are returned to the group to taunt the next player.
Active players will be able to attack guards twice on a turn but must use two different attack methods. Should the player end their turn with remaining Brawn or Jolliness values, those values will be passed along to the next player in turn order to be used. Additionally, should the next player end their turn with Brawn or Jolliness, they will be passed to the next player and so on.
At the end of each round villagers that were freed of guards during the round will be drafted to players’ decks. At the end of round 2 and 4 players’ decks will be thinned by choosing which villagers stay and which will aid the players in the final round. The final round of Rescuing Robin Hood pits the players against the walls of Nottingham Castle, a Courtyard full of guards, and even Sheriff Nottingham and his personal guards. Again, should the players defeat the Castle walls and Courtyard, they free Robin Hood and win the game. If the players are feeling particularly confident they may also challenge the Sheriff for ultimate victory.
Components. Again, this is a prototype copy of the game using prototype components. That said, the components we received are truly excellent. Firstly, the art style throughout the game is crisp and colorful and a lot of fun. Some of the names of the villagers are downright silly and punny and I absolutely love that. The cards are all wonderful, and the cubes are normal game cubes (not Nintendo-related), and hopefully they will be upgraded via a successful Kickstarter campaign. All in all the components are great and the art is quite enjoyable.
So do I like Rescuing Robin Hood? Oh yes, quite a bit! This game exercises my brain so much without having to labor for minutes on end creating strategies and alternate strategies. I enjoy being able to just barrel into a group of guards and take out the entire swath of them using my extreme Brawniness. Need to pump up before a fight? Well obviously I’ll use up my Jolliness to boost my confidence or narrow my concentration. I purposely omitted several rules so as not to bog down my review any further, but there are so many interesting little flecks of mechanics working together to create a cohesive gaming experience and it is simply delicious.
While Rescuing Robin Hood is not incredibly heavy, there are tons of choices to be made and risks to be taken to achieve ultimate victory. I enjoy being able to tailor my deck with powerful villagers, or specialize in two attack values to unload on guards. Having players that use interesting mixes of Merry Men characters also increases the enjoyment as this game is absolutely cooperative and players may assist each other in many ways. Need some extra Wit for your turn coming up? Here, let me pass along my extra Jolliness to you to use. Want some Cookery too? Go ahead, I’ve got plenty to share. Oh, such great feelings at the table being able to share resources like this.
So I urge you, dear reader, to check out the Kickstarter campaign for Rescuing Robin Hood. If you enjoy lighter (but not tooooo light) cooperative, card drafting, deck building games with a great theme, you need to pick up a copy of Rescuing Robin Hood. I didn’t see Blinkin or Ahchoo in the game, but that’s not to say Castillo Games doesn’t have these hiding in stretch goals (I really don’t know if they are in the plans, but they SHOULD be).
Purple Phoenix Games (2266 KP) rated Polemic in Tabletop Games
Nov 19, 2019
Apples to Apples. Cards Against Humanity. What Do You Meme? These are all party card games that are based upon similar card play: the active player plays a card and the rest of the players play cards to influence the active player to choose their response. Typically it is the funniest or, in the case of CAH, most disgusting and obscene cards that win. But what if we flip this party game model on its head a bit? Does it make for a better game or more enjoyable play? Let’s find out.
DISCLAIMER: We were provided a copy of this game and its NSFW expansion for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup a game of Polemic, each player will choose a color of cards and receive the small deck of the same color. Each player’s deck will include a Like, Dislike, and numbered cards 0-6. Shuffle the Topic cards (or Adult Topic cards – optional expansion) and place them face down in the middle of the playing surface – my band and I used a chair when we played. Choose who will be the first active player and you are ready to play!
The active player will draw a Topic card and read the provided topics silently. They will choose one topic to play, announce it to the group and lay the card in a discard pile. Now every player (active player included) will choose whether they Like or Dislike the topic. Simple as that. However, the players will also need to choose a card describing how many of the players will Like the topic. Herein lies the game.
You see, it’s not just deciding whether you Like the topic or not, but it’s also reading and knowing your fellow players to guess how many of them will also Like the topic. Example from photo below: I choose “dogs” as my topic. Obviously I Like dogs, so I will play my Like card and another numbered card as my guess to how many total players will Like dogs. It should be all of them, but I suppose there are those who are cat people as well. All players will reveal their Like/Dislike and numbered guess simultaneously and those that guessed the number of Likes correctly will each get one point. The game continues in this fashion until you run out of time to play or you have hit the agreed-upon point total for victory.
Components. To reiterate, we were provided a copy of this game along with the Adult Topics Pack. This game is a box with a bunch of cards. A ton of Topic cards are provided and enough personal decks for up to six players. The rules are also printed on a card. I LOVE this. The cards are good quality and I might even consider sleeving my personal decks as they are handled A LOT. I have no issues with the components at all.
Here’s the deal. We hear so many times that a game is a CAH-killer. And I, for one, hope that to be true every single time. While Polemic is not really akin to CAH, I can see how it would be classified similarly. However, Polemic is SUCH a great game of discovering what your playmates are into and what they think you enjoy as well. I would be remiss if I didn’t insist on also picking up the Adult Topics Packs, but be warned: once you go NSFW you may not want to play any other way. Unless you’re playing with your grandparents or in-laws or something. Then just be smart about what you choose to play with them. That said, Purple Phoenix Games (with help from 10 of Soul) give this one a resounding 11 / 12. Pick this up now before they are sold out.
DISCLAIMER: We were provided a copy of this game and its NSFW expansion for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup a game of Polemic, each player will choose a color of cards and receive the small deck of the same color. Each player’s deck will include a Like, Dislike, and numbered cards 0-6. Shuffle the Topic cards (or Adult Topic cards – optional expansion) and place them face down in the middle of the playing surface – my band and I used a chair when we played. Choose who will be the first active player and you are ready to play!
The active player will draw a Topic card and read the provided topics silently. They will choose one topic to play, announce it to the group and lay the card in a discard pile. Now every player (active player included) will choose whether they Like or Dislike the topic. Simple as that. However, the players will also need to choose a card describing how many of the players will Like the topic. Herein lies the game.
You see, it’s not just deciding whether you Like the topic or not, but it’s also reading and knowing your fellow players to guess how many of them will also Like the topic. Example from photo below: I choose “dogs” as my topic. Obviously I Like dogs, so I will play my Like card and another numbered card as my guess to how many total players will Like dogs. It should be all of them, but I suppose there are those who are cat people as well. All players will reveal their Like/Dislike and numbered guess simultaneously and those that guessed the number of Likes correctly will each get one point. The game continues in this fashion until you run out of time to play or you have hit the agreed-upon point total for victory.
Components. To reiterate, we were provided a copy of this game along with the Adult Topics Pack. This game is a box with a bunch of cards. A ton of Topic cards are provided and enough personal decks for up to six players. The rules are also printed on a card. I LOVE this. The cards are good quality and I might even consider sleeving my personal decks as they are handled A LOT. I have no issues with the components at all.
Here’s the deal. We hear so many times that a game is a CAH-killer. And I, for one, hope that to be true every single time. While Polemic is not really akin to CAH, I can see how it would be classified similarly. However, Polemic is SUCH a great game of discovering what your playmates are into and what they think you enjoy as well. I would be remiss if I didn’t insist on also picking up the Adult Topics Packs, but be warned: once you go NSFW you may not want to play any other way. Unless you’re playing with your grandparents or in-laws or something. Then just be smart about what you choose to play with them. That said, Purple Phoenix Games (with help from 10 of Soul) give this one a resounding 11 / 12. Pick this up now before they are sold out.
Purple Phoenix Games (2266 KP) rated Gizmos in Tabletop Games
Apr 20, 2021
I have absolutely never been very good at science. At least not in school. So when I started reading the rule for Gizmos and found out it was set at a science fair I thought I was doomed. Well, turns out you don’t really need to know anything about science to enjoy this one or be decent at playing. So if you are like me and don’t remember anything besides the Mitochondria is the powerhouse of the cell, then read on about a great game called Gizmos.
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Purple Phoenix Games (2266 KP) rated Hierarchy in Tabletop Games
Oct 1, 2019
It’s the moment you’ve all been waiting for – the next installment in the Button Shy wallet series is here! *Crowd roar* After my discovery of Button Shy through their Kickstarter for Sprawlopolis, I have actively been on the lookout for their games. When I saw the call for reviewers for their newest card game, I knew I wanted to be involved! So how does Hierarchy hold up compared to their other wildly successful wallet games? Keep reading to find out!
Hierarchy is an abstract strategy game of perfect information for 2 players. Comprised of a mere 14 playing cards (excluding title and reference cards) it is quite the compact game – as is to be expected from the Button Shy crew. In a game of Hierarchy, players take turns playing cards from their open hand (no hidden information here!) on top of the last card played by their opponent, per the placement restrictions. To win, you must be able to play a card on top of which your opponent is unable to play a card – effectively ‘checkmating’ them and claiming victory for yourself!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
Here’s how it works in detail. Each player first receives a Quick Reference Card, and is then dealt half of the deck (7 cards). The cards are double-sided to represent the two player colors – purple and gold – so each player flips their 7 cards to show their chosen color. Since this is a game of perfect information, all cards are laid out on the table, so each player always knows what cards their opponent has available to them. The player who was dealt the ‘Imposter’ card goes first. Each card has a specific number, ranging from 1 to 13, as well as a specific ability. To play a card, its number must be higher than that of the card below it, unless the card’s specific ability says it can be played otherwise. For example, if I play the Queen (#12), Travis could play the King (#13, numerically higher) or the Assassin (#1) since its power allows it to be played atop any card except for the Tower and Leper. Don’t be worried about having to memorize all the card abilities – they are all detailed on the Quick Reference Cards (see photo below). Play continues back and forth until one player is unable to play a card, either because they have no cards left at all or because they have no valid cards left to play. That player loses the game, and the remaining player is the top of the Hierarchy! (Roll credits)
Let’s talk components first. They’re excellent, which is no surprise coming from ButtonShy. Of course, we just have a preview copy of the game, so I can only imagine that the card quality might be up for improvement during the Kickstarter. That being said, the cards we received are nice and sturdy, as is the tell-tale wallet of a ButtonShy game. The text on the cards is a good size, and the font is easy to read. The artwork is fine, but quite honestly not something I looked at in depth until Travis mentioned the style. I think that’s because the cards are all monochrome, the art just didn’t really draw my eye. Not a knock on the game, just something I noticed! Speaking of color, I personally love the player color choices of Purple and Gold – the school colors of my Alma Mater ((the University of Northern Iowa, go Panthers!)(also of the Alma Mater of the rest of us – Western Illinois University – GO NECKS! -T)). Maybe I’m biased, but I think those two colors are a great combination 🙂
And how about the gameplay? I think it’s excellent. For such a compact and ‘light’ game, the strategy required for success keeps the game extremely engaging. You always know the cards your opponent has, and you’ve got to be thinking at least several turns in advance to try to back them into a corner while not letting yourself fall victim to an unnoticed strategic play. Another neat thing about Hierarchy is how quickly it plays – typically in 20 minutes or less. You might have to devote a decent amount of brainpower to outwitting your opponent, but you definitely don’t need to devote hours of time during your game night for this game, and I love that. Gamers who enjoy games like Citadels or Love Letter might enjoy the familiarity of Hierarchy’s gameplay coupled with the intimacy of a strictly 2-player game. The final verdict from me is that Button Shy has another hit on their hands with Hierarchy. I am very much looking forward to following the campaign, and definitely plan to pull this game out many times in my future!
Hierarchy is an abstract strategy game of perfect information for 2 players. Comprised of a mere 14 playing cards (excluding title and reference cards) it is quite the compact game – as is to be expected from the Button Shy crew. In a game of Hierarchy, players take turns playing cards from their open hand (no hidden information here!) on top of the last card played by their opponent, per the placement restrictions. To win, you must be able to play a card on top of which your opponent is unable to play a card – effectively ‘checkmating’ them and claiming victory for yourself!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
Here’s how it works in detail. Each player first receives a Quick Reference Card, and is then dealt half of the deck (7 cards). The cards are double-sided to represent the two player colors – purple and gold – so each player flips their 7 cards to show their chosen color. Since this is a game of perfect information, all cards are laid out on the table, so each player always knows what cards their opponent has available to them. The player who was dealt the ‘Imposter’ card goes first. Each card has a specific number, ranging from 1 to 13, as well as a specific ability. To play a card, its number must be higher than that of the card below it, unless the card’s specific ability says it can be played otherwise. For example, if I play the Queen (#12), Travis could play the King (#13, numerically higher) or the Assassin (#1) since its power allows it to be played atop any card except for the Tower and Leper. Don’t be worried about having to memorize all the card abilities – they are all detailed on the Quick Reference Cards (see photo below). Play continues back and forth until one player is unable to play a card, either because they have no cards left at all or because they have no valid cards left to play. That player loses the game, and the remaining player is the top of the Hierarchy! (Roll credits)
Let’s talk components first. They’re excellent, which is no surprise coming from ButtonShy. Of course, we just have a preview copy of the game, so I can only imagine that the card quality might be up for improvement during the Kickstarter. That being said, the cards we received are nice and sturdy, as is the tell-tale wallet of a ButtonShy game. The text on the cards is a good size, and the font is easy to read. The artwork is fine, but quite honestly not something I looked at in depth until Travis mentioned the style. I think that’s because the cards are all monochrome, the art just didn’t really draw my eye. Not a knock on the game, just something I noticed! Speaking of color, I personally love the player color choices of Purple and Gold – the school colors of my Alma Mater ((the University of Northern Iowa, go Panthers!)(also of the Alma Mater of the rest of us – Western Illinois University – GO NECKS! -T)). Maybe I’m biased, but I think those two colors are a great combination 🙂
And how about the gameplay? I think it’s excellent. For such a compact and ‘light’ game, the strategy required for success keeps the game extremely engaging. You always know the cards your opponent has, and you’ve got to be thinking at least several turns in advance to try to back them into a corner while not letting yourself fall victim to an unnoticed strategic play. Another neat thing about Hierarchy is how quickly it plays – typically in 20 minutes or less. You might have to devote a decent amount of brainpower to outwitting your opponent, but you definitely don’t need to devote hours of time during your game night for this game, and I love that. Gamers who enjoy games like Citadels or Love Letter might enjoy the familiarity of Hierarchy’s gameplay coupled with the intimacy of a strictly 2-player game. The final verdict from me is that Button Shy has another hit on their hands with Hierarchy. I am very much looking forward to following the campaign, and definitely plan to pull this game out many times in my future!
Kirk Bage (1775 KP) rated Game Night (2018) in Movies
Jan 22, 2021
Virtual game nights over Zoom have been a big part of many lockdown experiences, so, if you haven’t already, check out this fun, disposable comedy starring Jason Bateman and Rachel McAdams. The two ever reliable leads make this 100 minute romp something worth doing, pitched as it is to tickle you on a superficial level and then leave you alone. Not one minute of meaningful plot or artistic message exists here; this is frat house tomfoolery for the now middle aged mainstream and then a bow to the crowd.
Anyone who has hosted, or been a guest at a dedicated game night will instantly relate to recognisable moments of cringe, such as the person who takes it all far too seriously and must win at all costs; the one who is far too dim to be true, and neither understands the rules nor knows the answers; the couple whose relationship is about to be ruined by how much they disagree; the guys who care much more about the booze, chat and music to care about the game; and the psycho that you didn’t really want to invite but is there in the mix anyway, giving the weirdest answers of all time and bringing down the mood. It’s all there!
When events take a canny twist and a planned fake murder mystery turns into a very real one, there is tons of fun to be had watching the main pair misjudge the amount of danger they are in, believing it all to still be a game. Bateman phones in his usual laconic likeable deadpan schtick, hard to differentiate from his role in half a dozen other films where he plays the likeable everyman, but is never less than watchable – because that’s what he does. McAdams also delivers her ace card, with a guileless charm and sweetness that makes her permanently lovable. She also wins by a point or two on the best lines and laugh out loud moments. If I was keeping score, I’d say she wins this one.
As a couple, their chemistry works a treat and sustains the conceit well for most of the running time. It can feel at times like a bit of a one trick pony, however, and also pushes the boundaries of likability by having quite a mean heart in places, leaning on crass, puerile or macho humour when not entirely necessary – but I guess it knows its target audience and just goes full tilt at that goal.
For that reason, it wouldn’t be something I’d be showing the kids. This is adult humour, for adults – a concept that always makes me slightly uncomfortable, as it will inevitably involve gratuitous violence, nasty misogyny and token gross-outs: the mainstay of comedy films without actual jokes. Game Night just about gets away with it, however, by being smart enough and self-aware enough to know exactly where it sits, shrugging its shoulders and saying “this is what this is” take it or leave it. And I guess there will be as many people who don’t enjoy it as those who do.
Personally, I enjoy what Bateman and McAdams do best enough to play along and enjoy the ride. There is also a terrifically creepy, but note perfect turn from the increasingly reliable Jesse Plemmons, as the lonely neighbour, who steals all the funniest moments the film has to offer. See it for his performance and comic timing if for nothing else. It’s also nice to see Michael C. Hall of Dexter fame turn up for two minutes of mayhem – I don’t see enough of him these days.
In conclusion, neither a winner or a loser. Let’s call it a draw and reset the pieces.
Anyone who has hosted, or been a guest at a dedicated game night will instantly relate to recognisable moments of cringe, such as the person who takes it all far too seriously and must win at all costs; the one who is far too dim to be true, and neither understands the rules nor knows the answers; the couple whose relationship is about to be ruined by how much they disagree; the guys who care much more about the booze, chat and music to care about the game; and the psycho that you didn’t really want to invite but is there in the mix anyway, giving the weirdest answers of all time and bringing down the mood. It’s all there!
When events take a canny twist and a planned fake murder mystery turns into a very real one, there is tons of fun to be had watching the main pair misjudge the amount of danger they are in, believing it all to still be a game. Bateman phones in his usual laconic likeable deadpan schtick, hard to differentiate from his role in half a dozen other films where he plays the likeable everyman, but is never less than watchable – because that’s what he does. McAdams also delivers her ace card, with a guileless charm and sweetness that makes her permanently lovable. She also wins by a point or two on the best lines and laugh out loud moments. If I was keeping score, I’d say she wins this one.
As a couple, their chemistry works a treat and sustains the conceit well for most of the running time. It can feel at times like a bit of a one trick pony, however, and also pushes the boundaries of likability by having quite a mean heart in places, leaning on crass, puerile or macho humour when not entirely necessary – but I guess it knows its target audience and just goes full tilt at that goal.
For that reason, it wouldn’t be something I’d be showing the kids. This is adult humour, for adults – a concept that always makes me slightly uncomfortable, as it will inevitably involve gratuitous violence, nasty misogyny and token gross-outs: the mainstay of comedy films without actual jokes. Game Night just about gets away with it, however, by being smart enough and self-aware enough to know exactly where it sits, shrugging its shoulders and saying “this is what this is” take it or leave it. And I guess there will be as many people who don’t enjoy it as those who do.
Personally, I enjoy what Bateman and McAdams do best enough to play along and enjoy the ride. There is also a terrifically creepy, but note perfect turn from the increasingly reliable Jesse Plemmons, as the lonely neighbour, who steals all the funniest moments the film has to offer. See it for his performance and comic timing if for nothing else. It’s also nice to see Michael C. Hall of Dexter fame turn up for two minutes of mayhem – I don’t see enough of him these days.
In conclusion, neither a winner or a loser. Let’s call it a draw and reset the pieces.