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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.
  
Spy Club
Spy Club
2018 | Card Game, Deduction, Murder & Mystery
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.


Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!

A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.


Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.

After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.

Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.


Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.

There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!

I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.

I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
  
Moonfall (2022)
Moonfall (2022)
2022 | Action, Adventure, Fantasy
The late ’90s and early 2000s was filled with epic, over-the-top disaster movies focusing on all methods of world-ending cataclysmic events. Alien invasions as seen in Independence Day, set on destroying all humans and snatching our planet’s remaining resources, global warming resulting in floods and freezing temperatures, even threats of asteroids crashing into the earth. While many of these movies were ridiculous and epic at times, they all focused on a singular threat facing humankind and a group of ordinary (yet somehow extraordinary) people to save the planet and ourselves. Moonfall attempts to take another stab at the formula that made these movies famous (even infamous) resulting in some mixed and head-scratching results.

Moonfall, directed by Roland Emmerich, stars Halle Berry and Patrick Wilson as a pair of NASA astronauts that are attacked by a strange mechanical swarm while performing a routine satellite repair mission from the space shuttle Endeavor in the mid-1990s. The attack resulted in the death of one of the crew members and severely damaged the shuttle. Brian Harper (Wilson) and Jo Fowler (Berry) successfully return the shuttle to earth only to see Harper take the fall for the death of his crewman and the fall guy for a coverup to prevent the citizens of earth from truly understanding what they encountered.

Fast forward to current day and a “crazy” conspiracy theorist K.C Houseman, believing the moon to be a megastructure built by aliens, discovers that the moon’s orbit is rapidly eroding. He attempts to reach out to NASA and after several unsuccessful attempts releases his findings via social media. The top minds at NASA confirm what has been identified and estimate that they have only three weeks to execute a plan to prevent the moon from crashing into the earth destroying everything and everyone. The race for the survival of the planet is quickly on which will focus on not only the NASA “team”, but each of their family members.

Let me get this out of the way first, I personally loved many of Roland Emmerich’s wildly outlandish films. I thought Independence Day was fantastic, and even though many found The Day After Tomorrow a bit to preachy and ridiculous, I still found it entertaining for what it was. So, I was excited going into Moonfall. I was ready for a fun movie that I felt would be a mindless, fun adventure which was something I had really missed in many of the movies that had come out over the past year or two. Unfortunately, my aspirations (and even the low bar I had set my expectations for) would be quickly dashed.

Moonfall is a movie that struggles throughout to find an identity. I found myself instantly comparing several of Emmerich’s films during its roughly two-hour run time. At times its reminiscent of Independence Day, with its alien destruction of earth storyline, and then quickly jumps to a disaster film about the moon crashing into the earth. It’s as though Emmerich took pages of several of his previous films and cobbled them together into some sort of Frankenstein’s monster. There are so many plots and subplots going on that you never truly know what the main threat is. It touches on everything from the birth of humanity to the overly aggressive military, to the dumbing down of NASA all at the same time. With the exception of our heroes (and of course their entire families, because why not), everyone else is just resigned to the fact that nothing can be done. Riots of course breakout, the military is quick to decide to nuke the moon is somehow going to save the planet, and no level of crazy plan is off the table.

I’m happy to forgive an outrageous plot if the actors are able to pull it off with some semblance of believability. I know none of the actions have any real-world chance of success, and I can forgive plot holes for the sake of entertainment. Unfortunately, the acting is where Moonfall really lets the audience down. Each character is portrayed in a completely over-the-top fashion, it reminded me of watching a movie that is intentionally attempting to spoof another movie. The emotions are not believable, and the lines being delivered are literally derived from popular lines of other movies. Bonus points if you can identify which movie they are from as the film progresses. The saddest part is, this movie is trying to take itself seriously, it’s not intentionally being campy, for the sake of being campy. I think the character portrayals could have been forgiven if that was the case, but it’s clearly not. It’s actually a distraction when the story of a film is already struggling to deliver.

The movie effects go from truly spectacular, to overly CGI-infused. Ironically the space shots, which you think would be the hardest to pull off are some of its best, yet the vehicle driving scenes through the snow-covered townscape are some of the worst. It’s almost as though they spent so much of their budget on the space scenes that they had no money for the earth shots, which would be fine if they didn’t literally look so bad. It’s jarring going from one area to another and makes for a very inconsistent experience the entire time.

I believe one of the biggest tragedies of the film however is the absolutely blatant product placement. Yes, I understand that product placement has sadly been a staple in the film industry since the dawn of time. Yes, I understand that when someone is using a MacBook on-screen or riding a Peloton, it’s there for a reason. Moonfall however takes this to a Hallmark movie level. If you watch a Hallmark movie sponsored by Folgers for example, there will be clear shots of the Folgers coffee on the counter, with the cast explaining how much they love Folgers’s coffee, Moonfall utilizes this very trope. Kaspersky Anti-Virus is plastered on everything, even the Space Shuttle is protected with Kaspersky Anti-virus (which some might argue has other implications, but I won’t go there), and while avoiding looters driving through the snow-packed roads, do we really need the character to explain the need for the off-road settings on their Lexus? Talking about it is one thing, but do we really need to see the dial up-close and personal? It quickly takes you from the scene to a Lexus Christmas commercial and back again.

Sadly, Moonfall is a very disappointing film. If it were released in 1998 maybe it would be a super hit and I’d feel differently about it, but the industry has moved on since then. I had gone in knowing the film wouldn’t be realistic, but I was hoping it would at least be a nice escape from what is going on in the world today. As I have stated before, I’m a huge fan of Emmerich’s films, and while Moonfall may not be his absolute worst, it is one that will quickly be forgotten. I don’t even know if it’s one I’d revisit if it premiered on HBO or Showtime. As excited as I was, I just wouldn’t be able to recommend it.
  
Tiger Stripes
Tiger Stripes
2021 | Animals, Card Game
So it was one of those days when I was checking my email and noticed something odd. I had a random tracking number sitting in my inbox for a game arriving soon. I didn’t recall requesting this game, so why was I having one shipped? A mystery still to this day. However, I recognized the designer’s last name, but could she be related to the designer in mind that I particularly enjoy? And would this game be any good? I was cautiously hopeful.

Tiger Stripes is a set collection, hand management, drafting game for two to four players. In it, players are young tiger cubs just earning their stripes (a fact I did not know prior to playing: that tiger cubs aren’t born with stripes). Each cub will earn their stripes by drafting the best available cards and utilizing them to the fullest in order to collect sets of prey.

Oh fact check: tigers are born with stripes already, so this game is not based fully on facts.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game (I think), so what you see in these photos is probably 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, each player will choose their tiger avatar cards and also receive seven Stripe tokens. The card deck is shuffled, and each player is dealt two cards for the starting hand. The remainder of the deck is placed on the table as a draw deck, but five cards are dealt to the table as an offer row. The youngest player goes first, and the stripes are ready to be earned, like Boy Scout badges… but for ferocious tiger cubs.
Turns are taken in three steps. The player must make a choice of one action for the first step of their turn: Draw a card, Take a tiger card, or Capture Prey. A player may choose to blindly draw a card from the top of the deck and add it to their hand as their action. Alternately, the player may instead choose to take a tiger card from the offer row and add it to their hand. Both of these are self-explanatory.

The third action that can be taken is to Capture Prey. A tiger may capture prey from the offer row by discarding cards from their hand with matching symbols to their target cards they wish to capture. Each card in Tiger Stripes has one or more symbols printed in the upper left hand corner. By discarding cards from hand to the discard pile, a player may use all the symbols provided by these cards to match with cards’ symbols from the offer row. For example, a player may discard two tiger cards and a snake card, noting the symbols now provided. By using the purchasing power of these symbols, the player may then draft cards from the offer row by paying their cost in symbols. It is entirely possible for a player to be able to draft cards from hand in order to purchase all available cards in the offer row to be added to their hand. An explanation of the significance of this is coming.

The second step of a turn is mandatory only if the prerequisites are met: every set of three like cards in hand are discarded in return for Stripe Tokens. So, for every set of three matching monkey, snake, deer, and boar, the player will receive one, two, three, or four Stripe Tokens to be added to their avatar card, respectively, with any tiger cards discarded to be treated as wild cards to complete a set. Therefore, a player may wish to purchase all cards from the offer row in an attempt to score multiple sets during this second step to earn as many stripes as possible.

Finally, the third step of the turn is to Replenish the Jungle (the offer row). For any cards drafted in the turn, the player will replace with cards from the draw deck to setup the next player’s turn.


Play continues in this fashion of grabbing cards, discarding cards, and scoring sets for stripes until one player has earned their seventh stripe and won the game!
Components. This game is a deck of cards and a bunch of Stripe Tokens. The cards are all nice quality, with linen finish, but are a bit on the thinner side as far as flimsiness is concerned. I think if players are all somewhat careful this will not pose problems. If so, consider sleeving your copy. The Stripe Tokens are oblong octagons with stripey art. Speaking of the art, throughout the game the art is very cute and cuddly… except for the boar. He is crotchety. I do enjoy finding the stalking tiger somewhat hidden on each card’s art. A great nod to the noble tiger’s hunting ability.

Now, as I was typing the rules breakdown I felt like I was typing quite a lot for as light as the game actually is. In fact, though it says on the box that it is intended for ages 7+ I just couldn’t leave out my little 5-year-old gamer son. He grasped the rules really well, and though he hasn’t developed the best strategy-focused brain skills yet, he is still able to play and enjoy Tiger Stripes. In actuality, he and I had a blast playing through this several times. Yes, it is a resource optimization card drafting game, but to him, it was more like procuring a veritable zoo of cute animals that then offered his tiger the stripes needed to win. And win he did. Several times. This certainly isn’t a game of high strategy and multiple-minute turns, but rather a quick and easy card game with a great little theme.

Is the designer, Isabel duBarry, a relative of the great Philip duBarry? Perhaps. And that is a great thing, because one of our favorite games across the board is Revolution! Perchance game design just runs in the family. I am not sure, so maybe someone can chime in on this here.

When my son adds a game to his rotation, that is a sign of a great little game for us. He has added Tiger Stripes to this rotation and we will be playing the mess out of it here over the next several weeks/months. While this is by no means a gamer’s game, it is absolutely perfect for a game day with kids. My child loves it, and I quite enjoy playing as a tiny tiger out on the prowl for their stripes. If you have littles at home, parents who haven’t quite converted fully into game partners, or newbies you are inviting into the hobby, Tiger Stripes is a good little game to get the party started. It’s quick, easy, features great art and theme, and introduces simple mechanics to hook people on gaming. Go grab a copy and just keep it in your back pocket for those times you need something like this for that one special group in front of you.
  
Zoom in Barcelona
Zoom in Barcelona
2019 | Travel
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.

In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!

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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.


NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.

Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.

The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.

Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.


Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!

Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)

So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.

I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.

Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.

Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
  
Hunters of the Lost Creatures
Hunters of the Lost Creatures
2022 | Animals, Card Game, Environmental
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.

Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.

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, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.

Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.


The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.

What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.

As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.

The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.

All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
  
Snowdonia
Snowdonia
2012 | Transportation
Great replayability (2 more)
Good solo mode
Plenty of expansions
Fiddly set up (1 more)
Worker placement suffers a bit at 5 players
It's a train game, isn't it.

Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.

Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.

While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.

The Dai is Cast

The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.

The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.

There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.

These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.

The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.

The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.

It's warm in here, boyo, leave me to my pint will you

Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.

This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.

Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.

When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.

Very Chuffed

The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.

All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.

Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.

The Solo Game

Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.

There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.

Ooh, It's Big and Shiny

The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.

Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be 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 definitely 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 Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
Cult of the Deep
Cult of the Deep
2021 | Bluff, Deduction, Dice Game, Fantasy, Horror
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?

Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.

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


Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.

The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.


Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.

I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.

Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.

I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.

If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
  
40x40

Matthew Krueger (10051 KP) Feb 25, 2021

How many board games do you have?

Festival!
Festival!
2020 | Medieval
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.

Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.

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, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.

As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.

After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.


Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).

But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.

Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.

Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.

So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.