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Bloodborne
Bloodborne
Role-Playing
Incredible atmosphere (5 more)
Great variety of enemies
Beautiful art and imagery
Interesting Lore (optional)
Plenty of different ways to play
Great combat mechanics
Can be difficult (1 more)
Not as easy and some people make it look
Challenging and Satisfying
Contains spoilers, click to show
Bloodborne is part of the famous series of games such as Demon Souls and Dark Souls, which if you know those previous games, you'll know that they are infamous for their difficulty, even spawning an entire meme phrase that simply says "git gud".

Bloodborne however, stands aside from the souls series because it's combat mechanics are faster and each enemy requires the player to evolve their skills and tactics in order to progress. The first major difference in Bloodborne that might throw previous souls players off, is the fact that there is no shield. Instead the Hunter wields a right handed melee weapon and in the left hand they wild a ranged weapon in place of a shield. This ranged weapon at first is primarily used not for damage, but for parry's/counter attacks.

The lack of shield helps the player evolve their combat from hiding behind a shield like in the souls games, to being more aggressive in a fight but also tactical because during your first run through of the game, you'll simply be dealing with each enemy through trial and error until you learn their attacks and learn how to defeat them. This is something that has been in every souls game and that is why these games are so rewarding.

The reason Bloodborne is my favourite is because of this speed that makes you evolve in combat. I ran into this game thinking it was like other RPG games where I could pretty much take on any beginning level enemy and even if they packed a punch I'd take out the enemy with a thin line of health left, only to use a few health potions and repeat. But Bloodborne? Good God you can't rush this game!

Every enemy has their own attack system that varies. Some Yarnhamites are more vicious that other, and some are more defensive and cautious. There are also enemies that are deceptive. If you were to come across a large, fat troll in a fantasy world, you'd expect them to be rather slow, especially when swinging a weapon. You'd only expect the force and weight of the weapon to give speed to a swing. But the large troll creatures in Bloodborne are deceptively fast and even if you keep some distance between you, they can leap really quickly and instantly pummel you with a cinder block.

But I'm not going to reveal too much about enemies because it's easier and more fun to test out the game for yourself.

Boss fights are the main factor for the infamous difficulty of the souls series and Bloodborne is no stranger to this element either. There are Two bosses in the beginning of the game. One is optional but I would highly recommend facing it. The other boss is your first taste (if you didn't kill the optional boss first) of the challenges you'll face. Both bosses help prepare for later boss fights because of their different combat styles.

The first (optional) boss is the Cleric Beast on the bridge in the beginning level, and it is intimidating as fuck for a beginner of the souls series. If you haven't watched or played a souls game before and you go into Bloodborne (or any of them) with no knowledge of the scale of bosses, then they are intimidating in comparison to your measly character size. However once you learn this boss, and face later bosses, you'll realize that this boss is one of the easiest to face.

The next boss and the main boss of the beginning level, who is not optional as defeating him let's you progress through the story, is Father Gascoigne, another Hunter in the world of Bloodborne and the first of many you'll come across but facing this hunter is by far one of the most painstakingly challenging beginning fights to a game I've ever had to face. In my first run through I died to him so so soooo many times and sometimes it was simply cos he was on low health and I got cocky and fucked up. However defeating this boss, and any boss in this game, really feels like an achievement.

I've realised iv made this review hella long but that's because Bloodborne cannot be easily reviewed in just a few words but I'll do my best to do a quick overall conclusion as to why this is my favourite game:

The level design isn't flawless but it is incredible and the atmosphere created through sound design and soundtrack make this game incredibly in depth and really creepy which I love because even after a few play through I still get creeped out and even jump at some of the jumpscares that I forget about!

The weapons of this game are all well designed aesthetically and though I know certain ones I never use, they are all useable depending on player preference and style of play. There's so much to choose from and learn and every item in this game has a description that teaches the player more about the Lore of the world but that is of course optional and isn't required necessarily to understand the games main quest plot.

This game also requires exploration because the path the player needs to take isn't set out for them which makes the game less linear meaning that you can play this game differently every time you play it. It also might mean that you'll need to look up the paths you need to take online or in a guide in order to just get through the game and complete it. Otherwise it could take you hours, maybe days to figure out where you need to go.

The combat mechanics of Bloodborne are some of the best I've ever seen and played with and that's why it stands out to me above the other souls games.

The boss fights are intense and each new boss helps the player to adapt and evolve their combat skills and tactics in order to overcome the enemy.

The world is very heavily Lovecraftian and therefore the Lore is incredible but also optional. Also, there are easier ways to fight this games enemies including bosses, so if you're struggling, then Google it and there will be hundreds of players in the same boat as you, and in my opinion there's no wrong way to play games like this. If it remains fun and let's me complete the storyline, such as summoning AI for boss battles in offline mode. Then play however you want to because it's you playing the game, not some internet troll who says you're shit and/or cheating the game. If it's possible to do in game, it's part of the game...deal with it!

There are faults such as minor framerate glitches, and glitches with the ragdoll bodies of defeated enemies falling through the environment. There are also some elements that are part of the game such as windows for visceral attacks and hitboxes which sometimes feel like bullshit, but this also helps you evolve so....pros and cons.

My final comment is this;

The best way to learn about this game and enjoy it, is to play it for yourself. It's hard to put into words (even this amount of words in this review) just how incredible this game looks and feels. So if you have a Playstation 4 then grab yourself a copy of Bloodborne and enjoy!

Fear the Old blood!
  
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Mothergamer (1514 KP) rated the PlayStation 4 version of Dauntless in Video Games

Jun 21, 2019  
Dauntless
Dauntless
2019 | Action, Action/Adventure, Role-Playing
My husband Ron plays a lot of Dauntless. I did try Dauntless out on PC and I did like it, but with the arthritis in my hands it was difficult to handle the controls and it is not easy to map out a controller for Dauntless so it's not very controller friendly for PC. When the announcement was made that Dauntless would be cross platform play I was thrilled. This meant I could try out the game fully on our PS4 and play the game with Ron while he played the game on PC. I seriously counted down the days until the cross platform play launch. Launch day came and honestly there were a lot of issues. People couldn't log in, there was an infinite loading screen upon login, there were lag spikes, and sometimes people got kicked from the game altogether. I decided I would wait a week before I tried to play the game. I guess everyone was excited for cross platform play and the servers got crushed under the weight which is understandable considering Dauntless got four million people all ready to get out there and enjoy the game.

When I did get to start the game, I was excited. Dauntless is free to play and is set in a fantasy world where a cataclysmic event has ripped the world apart and released giant monsters known as behemoths. You get to play as a slayer that takes down these behemoths. The first thing you get to do is create your character. There are a variety of choices with the faces, hair, and makeup for the character creation. I had fun choosing all the things to make my slayer look the way I wanted.

Once the character is created you are logged into the game with an introduction explaining the world of Dauntless and this comes with a tutorial on how to fight the behemoths, how to use flares to signal where the behemoth is to your team, and how to stagger them. The controls for PS4 are great and the tutorial flowed seamlessly for me. When the tutorial is over you are back in the town of Ramsgate where you can pick up quests and craft items you need for hunts such as armor, weapons, and tonics. There are also a couple of adorable dogs in the game that you can actually stop and pat. I pat the dogs every time I'm in the game because I love dogs even in video games.

Dauntless can be played as a solo player or multiplayer. For me, it's more fun with friends and while sometimes it's a bit of a wait to find a hunt match it's not terribly long and once you have your team you're ready to go. Before you start, you have a chance to check your weapons and armor to make sure that they will give you the advantage you need against behemoths. Depending on what their elemental is, you will want weapons that can combat that. For example with a frost behemoth weapons with fire elements on them are your best friend and having armor that protects against ice attacks are quite helpful. As your team is getting ready, the game will show you an element guide for the type of behemoth you're fighting and will show you your weapon and armor power. When the numbers are in green it means your gear is adequate for the hunt.

The behemoth fights are pretty straightforward as you work with your team to battle them. Each behemoth not only has its own unique elements, they also have various attacks they will use. Being able to recognize their movements when they are starting their special attack is vital so that you can dodge and go in for a counter attack. Breaking off parts of the monster is important as well because you will need those parts for crafting armor and weapons. The fights are a lot of fun and when you vanquish a behemoth it feels pretty rewarding. You do get ranked on how you did in the fight and so does your team. Don't be too discouraged if your rank isn't so good when you are first starting out. As you level and improve your armor and weapons that rank will go up. Patience is key.

Depending on the type of build you want for your weapons and armor, there are specific behemoths you will need to hunt in order to get the materials needed. The great thing about Dauntless is that it allows you to try out all the weapons and experiment with them to get a feel for each one and decide which weapons suit your play style. For me, I absolutely love chain blades because they allow me to move and dodge quickly while dishing out damage. Armor crafting is important too and there are a ton of choices in armor builds. You will need to talk to the smithing NPCs in order to craft the things you need and if you have the proper amount of materials, you can upgrade them. This is where the grind comes in. You should strive to constantly upgrade your weapons and armor so you can have an easier time in behemoth hunts.

Don't like the colors of the armor? No problem. You can change the color at any time if you have the color palette unlocked. You get a set of colors for free and others you can unlock doing quests or fighting heroic behemoths. If you check the rewards for the quests and heroic hunts you will see the dye color listed. The other way of course is to buy the colors with platinum and that does cost money. If you're strapped for cash, the free way while a bit of a grind is a great way to go and worth it if you would like to change the colors of your items.

There are daily rewards in Dauntless that you get from doing things such as patrols and login rewards. You get one reward per login from the NPC Gregario Flynt and the rewards range from cores you can unlock that give you cells to add to your weapons and armor or crafting materials. If you want to change your character design a bit, you can do that in Ramsgate. Approach a mirror that is near Gregario and it will take you to the character design screen and you can change and adjust your character for a whole new look.

It is a good idea to try everything out so you get a good feel for the game. You also get rewards when you level up your mastery of weapons so it is advised to try them all out so you can work on it and get some sweet rewards for it. Make sure to take breaks so you don't get burned out on the grind because there is a lot of grinding in Dauntless. However, it is such a fun grind and there is so much to see and do in it and the cross platform play adds to the fun because now no matter what platform you play on you can enjoy the game with everyone. I am off to hunt some more behemoths. See you at the next adventure!
  
Warhammer: Chaosbane
Warhammer: Chaosbane
Fighting
There have been a lot of Warhammer games released over the past year or so. Everything from managing spaceships, to Real-Time Strategy, to Tactical Combat based games have been represented between the Warhammer and the Warhammer 40,000 universe. EKO Software and Bigben decided to add the action-RPG to the mix with their fun to play Diablo clone Warhammer: Chaosbane.

Much like the games that it takes inspiration from, you have the opportunity to pick one of four characters to battle the Lords of Chaos and bring order to the land. Your standard archetype characters are all here in standard Warhammer Fantasy. The Dwarven “Slayer” class, for those who like a barbarian class to rage havoc upon his foes, The High-Elf Mage who utilizes his magic to bring down the forces of chaos, the ho-hum Imperial Soldier who can take and deal out a huge amount of damage, and the Wood Elf who uses her bow and dagger to deal damage at a frighteningly fast pace.

Each of the characters have their own unique secondary ability that allows them to gain a strategic advantage on their foes. The Slayer can vault himself into enemies (much like the Barbarian class in Diablo), The Mage can control magical projectiles towards his targets, the Imperial soldier can shield bash targets and the Wood Elf can tumble in and out of danger. I played through the vast majority of the game as the Wood Elf and learning to use her tumble ability and stay mobile is some of the best ways to beat the bosses that you will come across.

One area where Warhammer: Chaosbane improves on the standard Diablo formula is how it handles health and energy/mana. Various items you equip can provide health regeneration on their own or you also possess the ability to use a “health Potion” that refills slowly each time you use it. Thankfully this means you don’t have individual health potions cluttering up your inventory. Mana/Energy is used for special attacks and actions…each time you use a skill some of your Mana/Energy is used. There are a few ways you can recoup your energy. The first is to use your general attacks on creatures, as you successfully hit each one your energy fills a little until it tops the meter off. The other way is to reach out to your familiar who follows you around the screen. My familiar was a butterfly that I could run over to when I’d run low on energy and it would fill my meter about half way. When you utilize your familiar in this way they must also recharge, so use them wisely.

One of the more unique items that you acquire as you slice your way through the hordes of demons and undead are Blood Orbs. Blood Orbs appear on the battlefield seemingly at random (although the more enemies you cut down the more likely they are to appear). As you acquire these orbs it fills a Blood lust meter and when full imbues your character with incredible power and near invincibility until the meter runs out. The Orbs don’t stay on the battlefield forever however, and they slowly lose power the longer you wait to gather them, so it encourages you to step out of the battle (or in my case roll out of the battle) to gather them as quickly as you can. As you progress your character you’ll be given the chance to upgrade these as well which essentially allows you to fill multiple meters and grants you this special power for longer lengths of time.

Skills are broken down into various types which allow you to outfit your character to best suit your play style. There are literally dozens of both active and passive skills to choose from, and each of these skills can be upgraded as well for improved effects or damage. As the Wood Elf Elessa, I was able to summon dryads to my side to help me deal with the hordes of enemies. In edition there are also God Skills that you acquire as you level up and complete missions. These special skills unlock more powerful abilities but also unlock traits as you apply the points. Traits such as health regeneration or critical hit chances are only some of the ones that you can unlock along the God Skill tree that give you a sense that your character is becoming more unstoppable with every skill acquired.

Unfortunately, the inconsistent voice acting is what relegates Chaosbane to being good instead of great. I made the mistake of choosing the character with the worst voice acting in the bunch and if I had played through with another character I may not have noticed how truly terrible it was. Elessa delivers her lines in an almost wooden (pun intended) manner, almost as if reading directly from a script. This gets even more noticeable when on occasion her voice changes to that of a man. The developers and testers did a good job of catching most of them, but there were at least five or six dialog trees where Elessa’s voice changed completely. I have two theories on this, my first theory (although I hadn’t confirmed this) is that the character was originally meant to be portrayed as a man and was changed to add a bit more diversity to the line-up. Not that there is anything wrong with having the main characters all be male, but it certainly could have limited the appeal of the audience. My second theory is that some of the dialog was simply place holders while they were sourcing out the right voice actors and simply missed replacing the audio bytes.

Either way, Elessa isn’t the only place where the voice acting takes a turn for the worst, other characters suffer from this fate as well. While the Warhammer games have always used bravado to deliver their dialog, it is simply too over the top in most cases. The first boss I encountered sounded like Cobra Commander who had just walked off the set of the latest GI Joe Cartoon to lead the forces of Chaos…Yo Joe! The fact that the game is voice acted entirely is something that I do applaud the developers for insisting on, it’s just disappointing that you find yourself reading through the dialog as quickly as possible and skipping the voices whenever you can.

Even with its flaws Warhammer: Chaosbane is a fun Diablo clone and an absolute blast to play. The story is forgettable, the voices laughable, but the combat scratches the same itch that any other action roleplaying game provides. There’s plenty of loot to acquire, that ranges from common to rare, and your ability to “bless” items to make them more powerful is an added bonus. There are a whopping ten levels of difficulty, each level provides for a more difficult adventure with the promise of even better loot. With both couch co-op and online multiplayer, it even harkened me back to the days of playing the original Gauntlet in the arcades. If you like the Warhammer universe and are looking for a game you can pick up and play with relative ease, then Warhammer: Chaosbane is just the game you are looking for.

What I liked: Fun combat, Amazing selection of skills, Plays equally well with keyboard/mouse or controller

What I liked less: Terrible voice acting, Repetitive loot drops, Forgettable story
  
The Buried Giant
The Buried Giant
Kazuo Ishiguro | 2015 | Fiction & Poetry
8
7.6 (10 Ratings)
Book Rating
The winner of the 2017 Nobel Prize for Literature, Kazuo Ishiguro was born in 1954 in Nagasaki Japan, but he and his family moved in England in 1960. These two places and cultures have profoundly affected Ishiguro’s writing throughout his career. His first book, A Pale View of Hills, was published in 1982 and won the Winifred Holtby Memorial Prize, and he has since written seven novels and numerous short stories. His most recent book was The Buried Giant in 2015.

It is hard to pinpoint a genre to which Kazuo Ishiguro sticks to as he writes in fantasy, science-fiction, and historical. It can be said that all of his novels have the feeling of being set in the past even when the time period is not explicitly described, but the core theme that connects all of his writing together is memory. In each of his stories, Ishiguro examines how people use memory, how memory affects people, and who we are with or without memory.

Ishiguro explores many different ways in which memory affects people throughout his books ranging from memory loss to dream like memory distortion. In his books Never Let Me Go and The Remains of the Day the stories are told by narrators looking back at crucial moments in their lives. In letting us know that they are remembering their own pasts they admit that they are saying their perspective and their memory might be lacking. In this way letting the reader know that they are unreliable narrators. In The Remains of the Day the narrator, the butler Mr. Stevens decides to go on a journey to visit an old friend and along the way shows his unreliability in several ways. First in acknowledging how memory can change and fade over time.

“It occurs to me that elsewhere in attempting to gather such recollections, I may well have asserted that this memory derived from the minute immediately after Miss Kenton receiving news of her aunt’s death….But now, having thought further, I believed I may have been a little confused about this matter; that in fact, this fragment of memory derives from events that took place on an evening at least a few months after the death of Miss Kenton’s aunt” (212).

In this way, Steven’s is acknowledging human error which both shows his unreliability but gives a level of trust in the acknowledgment that he is doing his best to be truthful. This, however, is challenged because Steven’s informs us that he lies, at the very least through omission, to other characters. A clear case of this is when he allows himself to be considered a gentleman rather than a butler on several occasions throughout his journey. This becomes complex because he is allowing the reader in on the truth, but the very fact of admitting that he can lie further reveals his unreliability.

In Ishiguro’s most recent book, The Buried Giant, he looks at memory in a way that is similar to these previous stories but takes a new approach. His central two characters in this book, Axle, and Beatrice are an elderly couple setting out on a journey with almost no memory of who they are. Throughout the story, they remember or think they remember pieces of their pasts and in the process making them question who they really are. This uncertainty in themselves creates interesting questions of whether or not they want to remember their lives if they are happier not knowing, and if they can continue to live their lives the way they are with their new/old information?

“Yet are you so certain, good mistress, you wish to be free of this mist? Is it not better some things remain hidden from our minds?”
“It may be for some, father, but not for us. Axl and I wish to have again the happy moments we shared together. To be robbed of them is as if a thief came in the night and took what’s most precious from us.”
“Yet the mist covers all memories, the bad as well as the good. Isn’t that so, mistress?”
“We’ll have the bad ones come back too, even if they make us weep or shake with anger. For isn’t it the life we’ve shared?” (172).

In some of Ishiguro’s other work, he chooses to explore memory through the lens of a dreamlike state or surreal views, such as his short story A Village After Dark and the novel The Unconsoled. In these stories, the narrator enters into a new place and finds that they have slowly emerging memories connected to the places and people they meet. The Unconsoled creates a strange dynamic where the lead character Mr. Ryder has never been to this town before but finds himself confronted by childhood acquaintances as well as meeting a woman and child who treat him like husband and father and memories that support this begin to come back to him. In an interview Ishiguro did on the book in 1995, he summarizes the story as “an anxiety dream” as Mr. Ryder continually finds himself confronted with the expectation of him without being told anything in advance. At the beginning of the story, Mr. Ryder arrives at his hotel knowing that he will be playing at a concert in few days and is told he has a busy schedule up till then. At this point in the story, the anxiety dream state sets in Mr. Ryder continuously finds himself late to engagements, leaving people behind by accident and being dragged around town. As the story progresses, Mr. Ryder begins to have memories of a past associated with some of the people he has met, despite being introduced as completely new to the town. Some of these can be explained by the fact that as a reader we are dropped into a story after it has started but the memories of these instances only come back to Ryder after he has been told things have happened. This means that throughout the story it impossible to know whether or not the narrator has forgotten and is remembering or if the town is merely a dream limbo and nothing he is being told is real, to begin with.

Whether taking the more fantastical approach or the those that fall closer to realism, Ishiguro’s play with memory remains relatable to the readers. Each journey Ishiguro writes is designed to tackle something different about memory. The stories ask us questions about what memory and how much it affects who we are and our ability to live in our world. From whether or not we can know who we are without memory to how trustworthy our memories actually are. These questions, however fantastically asked, offer something to the reader that they can relate to. For memory is almost a fanatical force on its own that we all share and try to understand. It can play with us when we take it for granted and offer vulnerability and connection when shared with others. Ishiguro delves into these ideas in each of his works, ever exploring its uncertainty and power.
  
Space Plague
Space Plague
2021 | Abstract Strategy, Science Fiction, Space
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”

Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.

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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.

Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.

When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.


Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.

The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.

Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.

While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
  
Vendarla
Vendarla
2020 | Card Game, Fantasy
The kobolds and dragons have taken over the mountain that once belonged to the noble dwarves in this land. The Queen has decided it’s time to take it back. She needs as many fine-crafted armory items as possible using the materials found in the mountain, but she will be pleased with the first craftsperson to finish three of them for her army. Are you prepared to brave the mountain’s dangers in order to secure the materials needed to craft her required items, or will the dragons and kobolds prove too difficult for you to overcome? This is Vendarla.

Vendarla is a press-your-luck, hand management, set collection card game where players are working against one another to collect the proper materials to craft three Queen’s Armory items while avoiding kobold warriors and thieves, as well as several dragons guarding the mountain.

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 may 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, follow the rulebook advice for your number of players, but generally Vendarla will be setup on the table in different areas: the Market, the Mountain, the Queen’s Armory, and the gold stash. Each player will receive five gold, and their choice of either two or three (depending on play count) Queen’s Armory items to begin working on during the game. Determine first player by giving the dragon token, shown below, to the player who most recently watched a dragon movie and the game is ready to begin!
On their turn a player will choose whether to visit the Market or the Mountain. When a player visits the Market, they may choose to purchase any previously sold materials, sell their own materials, purchase items for use in mountain runs, or exchange Queen’s Armory item cards.

Should the player instead wish to visit the Mountain, they will flip over a mountain card from the giant stack of mountain cards and decide how to continue. If a material card was flipped, the player may choose to take that card or continue flipping cards. This action can be replicated until up to 10 cards have been flipped. The active player will then need to choose a card (or two if they have a Backpack equipped) to place face-up in their play area. Each other player at the table, in player order, will then be allowed to take a material or gold card from the flipped offering by paying the active player one gold.

Should the active player flip over a second kobold warrior for the turn, they must stop flipping unless they had previously purchased from the market a kobold repellent or Ironsides (dwarven warrior) to combat it. If the kobold warrior, or the kobold thief for that matter, is overcome by ANY player then the active player may continue flipping cards from the mountain. Should the player flip a dragon card over, they may use a previously purchased Dragon Charm to charm the dragon back to sleep or taking the dragon card into their play area and suffering a negative 10 points at game end.


Play continues in this fashion of active player visiting the Market to take actions for themselves only, or visiting the Mountain to excavate materials to be used to craft their Queen’s Armory items and opponents also being able to follow the action using their flipped materials. Once a player has the proper materials to craft their Queen’s Armory items on their turn, they may, and the player who crafts their third item will trigger the end of the game. Players will finish the turn, count up their points and a winner will be declared!
Components. Again, this is a prototype copy of the game, so what we were provided may or may not be the same as the final version of the game. That said, this game is a ton of cards, and some gold coins. The card are fine quality, but I would probably want to sleeve them, as they are handled a bit and are a little thin. The gold coins are thick cardboard and look great. Speaking of looking great, the art in Vendarla is really really good. I love the art style used and the colors are vibrant and lovely. Though I had no problems with the iconography, my wife did a few times. Luckily, handy reference cards are included and that solved any questions we had with iconography. All in all the components are good, and the game looks great.

The “flip cards until you have to stop, choose to stop, or flip over something bad” is a mechanic that is used in many games, and in Vendarla I truly enjoy it because for every “bad” card another card may be able to neutralize it. And the best part about that is the neutralizing card can come from ANY player. Why would someone want to lull the dragon back to sleep on someone else’s turn? Well perhaps a material was flipped that they need to complete an item craft and they want to make sure they have a chance to get it for one measly coin. I love that. I also love games that include ways for other players to be involved in each turn taken. This isn’t a “multiplayer solitaire” game. Yeah you could go to the restroom during other players’ turns, but you may miss out on that elusive gem you need for your items.

I found that playing this I had to find a good balance between keeping my Market items stocked and going to the Mountain to grab materials. There may be several turns in a row, especially in the beginning of the game, where your turns are just flipping over a kobold warrior for which you are unprepared to handle and forfeiting your turn, but as the game progresses you will be hopefully be outfitting yourself appropriately.

While this game seems very involved and you may think there are many tiny rules when reading the rulebook, it plays really quickly. In my two-player games with my wife the games were 30 minutes or less, INCLUDING the teach the first time.

So even though I have a prototype copy of the game, I will certainly be holding onto this one and pulling it out quite a bit. When you can get a great play experience out of 30 minutes and feel like you did something interesting, I feel that’s a sign of a great game. If you are looking for a game that fills a hole in your collection (or even want to replace Port Royal, as I did), please check out the Kickstarter campaign for Vendarla launching October 27, 2020. If you like fantasy themed card games with press your luck and set collection, this one is for you!
  
Studies in Sorcery
Studies in Sorcery
2021 | Card Game, Science Fiction
We’re all nerds here, right? What was the best class the gang took in the Harry Potter series? Defense Against the Dark Arts of course! Learning spells to protect ones’ self (oneself? themselves??) from an onslaught of dark spells looked so fun in the movies. *DISCLAIMER: I have never read a Harry Potter book. I made it one chapter and couldn’t do it, but I have seen the movies several times.* In any case, what if you could learn the other side of these spells? The offensive ones? Well that would be cool right? What if you could get a full master’s degree in Dark Arts? Welcome to Studies in Sorcery.

Studies in Sorcery is a competitive card game that uses elements from other well-loved games and puts them with a wonderful theme and some very interesting card synergies. The game takes place over four school semesters (rounds) and each semester lasts four weeks (turns). Can you students complete your thesis using the research grants you are given, or will you fall flat to repeat the program again?

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching October 6, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T


To setup, separate each deck of cards into like piles (Levels 100, 200, and 300 of the projects, graveyard cards, candles, vials) and shuffle them. Lay out the moon phase cards and semester tracker, placing the tracker tokens (skull erasers in the prototype) on the start of the cards to begin play. Set out the candles and vials in their own piles, as well as the point modifier tokens. Deal project cards according to the semester tracker in a 3×2 pattern under the moon phase and semester tracker cards like is shown in the photo below. Initially the graveyard pile will have three stacks of two cards each face-down next to the draw pile. Each player receives a research grant card, two thesis cards to choose one from, and two 100-level project cards from which the player will choose one. Give the first-player token (in this prototype it’s a cute LEGO skeleton) to the player who last attended school, and the game may begin!
Each player will be resolving actions, committing materials to their projects, and using completed project abilities each moon phase (turn). The actions one may take are: Dig, Buy, Cram, and Project Action. When a player uses the Dig action, they are searching for materials. A player can look at the items in the first pile of graveyard cards and take all the contents. If they do not like them, draw a card from the draw deck and place it on the first pile. Continue this for the next pile, and if unsatisfied the player may draw the top card from the draw pile OR either a candle or vial from the supply of stock cards.

Buy actions allow a player to use any unwanted materials or research grant monies to purchase additional candles, vials, or project cards from the middle of the table. To Cram, players may commit up to two materials from their hand to a project by placing the materials under the project cards. Project Actions allow players to use actions printed on any of their completed project cards. These can be very powerful.

Once each player has taken one of these actions, move the tracker token on the moon phase card to the next icon – Commit. To commit materials to projects, simply place the cards under the selected project (exactly like players do with the Cram action). Once all players have completed their commits, they may complete any projects that have sufficient materials by discarding the used materials and flipping the project card to its opposite side earning the printed points at the end of the game.


Play continues in this fashion for four turns each semester and the game lasts four semesters. Therefore the game will last 16 turns total. Whomever earns the most points for combinations of completed thesis cards, completed projects, bonus point modifier tokens, and one point for each $8 worth of materials in hand will be named Valedictorian of their class and winner of Studies in Sorcery!
Components. Again, this is a prototype copy of the game, and I know some things will be different in the final version. However, what we were provided is a bunch of cards that have great art, are good quality, and are very easy to read and understand. The cute first player token will more than likely become a different component in the end, and the tracker tokens probably will be changed as well, but these are great bits to include in a game like this. The only negative I have about components is that I wish there was MORE color. Most of the cards are brown-heavy, and it’s completely fine, but I would love to have splashes of weird colors here and there. Overall, I am very pleased with the components in this game. Weird Giraffe Games always has great components in their prototypes AND final games.

It is probably no surprise that I love this game. The theme is wonderful, the wonky art is great, and it’s more thinky than one might imagine. The game play can be somewhat quick, or players can take excruciating amounts of time to think through their turns and chain together impressive actions. One thing remains constant – 16 turns to complete your thesis cards can be a huge undertaking. My first time playing I chose a thesis card worth 7 points (even though the rulebook advised me not to include those for the first play). I wasn’t even really that close to completing the thesis, but I may have with another two or three turns. But then again, that card is worth 7 points for a reason – it’s SUPPOSED to be difficult. My suggestion: take the rulebook’s advice and remove those thesis cards for the first play. Don’t try to be a hero.

Ahhhhhhh! I want to play it again right now just so I can attempt that thesis card again. But there are other thesis cards in the game. And other strategies to apply. And really, when you can’t wait to play a game, that’s a sign of a fantastic game for that specific gamer. Will this be a gem for everyone? I don’t know. It certainly works for me and my circle of gamers.

If you are a fan of the Harry Potter series (even though this is NOT a Harry Potter game) and need a thinky card game with that sort of fantasy classroom theme, or if your collection is begging for something new and quirky, or if you just love Weird Giraffe Games’ catalog and need every game they offer (I wouldn’t blame you), then you need to give Studies in Sorcery a look. Please consider backing it on Kickstarter launching October 6, 2020. I know my collection just got a lot cooler with this one.
  
Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
  
Questeros
Questeros
2021 | Card Game, Fantasy
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).

Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.

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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.

I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.

Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.


As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.

The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.

I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
  
Evo (second edition)
Evo (second edition)
2011 | Prehistoric, Science Fiction
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.

Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…

DISCLAIMER: We do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!

The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.

The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.

Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.

Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.

Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.

Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.

I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.