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Yarr Harr!
Yarr Harr!
2020 | Card Game, Pirates
Ahoy – it’s time to set sail for the open seas like the pirates we are! So cast off your lines and… wait… what? What do you mean you don’t have a ship ready yet? Still under construction? Seriously?! Well I can see those other pirates building up their ships too, so you better hurry up and finish yours first so you can lay claim to the vast treasures of the world! And I’m not saying you should, but if those other guys ran into some… problems… with finishing their ships, that wouldn’t be too bad if you catch my drift.

Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L


Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.


The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
  
Abyss
Abyss
2014 | Card Game, Mythology, Science Fiction
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?


Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!

On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.

Plotting at Court is simply paying pearls to reveal more Lords at Court.

The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.

To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.

Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.

Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.


Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.

The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.

I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
  
Legendary: A Marvel Deck Building Game
Legendary: A Marvel Deck Building Game
2012 | Card Game, Comic Book / Strip
Teamwork makes the dream work! That’s how the saying goes, right? And in Legendary: A Marvel Deck Building Game, it is certainly the truth! When I say it’s a team-building game, I mean that both literally and figuratively – you must recruit heroes and work semi-cooperatively with your fellow gamers to defeat the evil Mastermind before they take over the city!

In an era where superheroes are the norm, the days of petty crime are over. As the protectors of our world have grown in power, so too have those who would see it fall to chaos. Out of the shadows comes a nefarious Mastermind who has engineered the most wicked evil scheme the world has ever seen. With an ever-growing band of followers and henchmen to carry out the plot, the future looks dismal. But do not fear – the supers are here! This job is way too big for only one single hero to handle, but if they all band together, then maybe, juuuust maybe, they might be able to pull it off…

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Set in the world of Marvel comics and, recently, the Marvel Cinematic Universe, Legendary: Marvel is a cooperative deck building game. Players take turns drafting and playing cards to recruit heroes to their team and to fight off the villains trying to carry out the sinister scheme. You have to strategize how you want to build your deck to best complete the mission – do you recruit heroes that give you special abilities (like drawing additional cards), or do you recruit strong heroes that give you lots of attack points? The choice is entirely up to you! Although all players are building their own individual decks, you must also devise a team strategy because all players either win or lose together as a team. That being said, there is a small competitive aspect to this game – the player with the most Victory Points (earned by defeating villains and rescuing bystanders) is deemed the most legendary hero of the game! Exactly how competitive the game gets is up to the players. I personally prefer a more cooperative approach and usually don’t tally up VPs at the end of the game – either the team won or we lost.

The beauty of this game is that it can be played with any combination of Marvel characters – you are not limited to only using specific teams. Selecting which heroes/villains/Mastermind/etc. to use is at the discretion of the players. Want Iron Man to team up with Deadpool and Wolverine to fight off Kingpin? Go for it! You have basically the entire Marvel universe from which to choose, so the sky is the limit! With so many options, though, it can be a little overwhelming, so I usually use a randomizer app to create a setup for me. Sometimes the setup itself will determine how the entire game will play out – certain combinations of Mastermind/villains/scheme can be BRUTAL to play and difficult to win. But the cool thing about this game is that you cannot just look at a setup and tell if it will be difficult or not – that realization only will come once you start playing!

I love playing this game because of its immense variability – the base game alone has 500 cards! The ability to choose your own heroes, villains, Masterminds, and Schemes means that you will probably never play the same game twice. And on top of that, Legendary: Marvel currently has like 19 expansions! The possibilities are truly endless, and that is the Holy Grail for me when it comes to gaming. I know that I will never get bored of this game because it is a different experience every game.

On the flip side, my main grievance with Legendary: Marvel is with the physical setup and teardown. Every play uses SO MANY cards that it does take a decent amount of time to get setup or put away. Every individual hero/villain/Mastermind/etc. must be sorted and stored separately, and with 500+ cards, that time adds up. When deciding on a game to play, sometimes I skip Legendary: Marvel because of the time it takes to set up. I LOVE to play it, but sometimes I do not feel like taking that much time to set up – I just want to play! My other grievance deals with certain hero superpowers/special card text. Some hero cards have special text, and the definitions are outlined in the rule book but not on the cards themselves. Until I learned/memorized what that special text meant, I was constantly referring back to the rule book nearly every turn to make sure I was using the cards correctly. There is a bit of a learning curve with some of the hero text, but it does get better the more you play!

Don’t let the simplicity of the mechanics fool you – this game requires more strategy than meets the eye! You must not only decide on a strategy for building your individual deck, but you and your teammates must also collectively choose a group strategy to defeat the Mastermind. Cooperation is key, and it really helps the theme of the game come to life. Definitely a winner for Purple Phoenix Games with a butt-kicking 24 / 24 and a well-earned Golden Feather Award!
  
Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Virtually brilliant with Easter Eggs a plenty.
Of all the Spielberg films of recent years – and possibly with the exception of “The BFG” – this was the film whose trailer disconcerted me the most. It really looked dire: CGI over heart; gimmicks over substance. I was right about ‘The BFG”, one of my least favourite Spielberg flicks. I was definitely wrong about “Ready Player One”: it’s a blast.

The film is fun in continually throwing surprises at you, including those actors not included in the trailer and only on small print on the poster. So I won’t spoil that here for you (you can of course look them up on imdb if you want to: but I suggest you try to see this one ‘cold’).

It’s 2044, and the majority of the population have taken the next logical step of video gaming and virtual reality and retreated into their own headsets, living out their lives primarily as avatars within the fanciful landscapes of “The Oasis”. You can “be” anyone and (subject to gaining the necessary credits) “do” anything there.

When the housing market is stacked against you. Columbus Ohio circa 2044.
The Oasis was the brainchild of a (Steve Wozniak-like) genius called James Halliday (played in enormous style by “Actor R”) and supported by his (Steve Jobs-like) business partner Ogden Morrow (“Actor P”). The two had a big falling out leaving Halliday in total control of the Oasis. But he died, and his dying “game” was to devise a devious competition that left a trail of three virtual keys in the Oasis leading to an ‘easter egg’: which if found would provide the finder with total ownership of the Oasis and the trillions of dollars that it is worth.

But the game is not only played by amateur “gunters” (egg-hunters) like our hero Wade Watts (Tye Sheridan, “X-Men: Apocalypse“) and his in-Oasis flirting partner Samantha (Olivia Cooke, “Me and Earl and the Dying Girl”); there are big corporate game-hunters involved like IoI (that’s eye-oh-eye, not one-oh-one as I assumed from the trailer) who fill warehouses with combinations of nerd-consultants and professional game players to try to find the keys before anyone else. Which hardly seems fair does it? Ruthless boss Sorrento (Ben Mendelsohn, “Rogue One“) and his tough-as-nails hench-woman F’Nale Zandor (Hannah John-Kamen, “Tomb Raider“) really couldn’t give a toss!

In the future, everyone is reaching out for something.
What follows is two-hours of high-octane game-play and eye-popping 3D (it is good in 3D by the way) that melds a baseline of “Avatar” with soupçons of “Tron”, “Minority Report” and Dan Brown novels. But its a blend that works.

I was afraid as I said that CGI would squash flat any hope of character development and story, and – yes – to be sure this is ‘suppressed’ a bit. You never get to really know many of the ‘pack’ members to any great level other than Wade and Samantha. And exactly what drives the corporate protagonists, other than “corporate greed”, is not particularly clear. What gives the film heart though are the performances of “Actor P” and (particularly) “Actor R”, who again steals every scene he is in. For their limited screen time together, the pair bounce off each other in a delightful way.

I have to make a confession at this point that I spent the whole film thinking “Miles Teller is way too old for the part of Wade”! Tye Sheridan (who I think *does* bear a likeness!) is actually much more age appropriate, and is fine in the role. But the star performance for me, out of the youngsters at least, was Oldham’s-own Olivia Cooke, who has a genuinely magnetic screen presence. She is most definitely a name to watch for the future.

Ready Player One
Young star of the show for me – Olivia Cooke as Samantha.
Lena Waithe (“Master of None”) plays Wade’s inventor friend Helen.

The story, although simple and quite one-dimensional, in the main intrigues: there is nothing like a Mario-style chase for keys to entertain when it is done well (I am so old and crusty that in my day it was “Manic Miner” on a ZX-Spectrum!).

He’s iron and he’s just gigantic! Reb’s creation becomes a force to be reckoned with when needed.
And there’s not just one “Easter Egg” in this film: the film is rammed to the rafters with throwbacks to classic pop-culture icons of past decades, and particularly the 80’s…. the film could have been subtitled “I ❤ 80’s”. Some of these are subliminal (Mayor Goldie Wilson anyone?), and others are more prominent but very clever: “The Zemekis cube” and “The Holy Hand Grenade” being prime examples. This is a film that deserves buying on Blu-ray and then slo-mo-ing through! The nostalgia extends to the music by Alan Silvestri, with occasional motifs from his most famous soundtrack!

For me though, the highspot of the film is a journey into a recreation of a classic ’80’s film which – while a scary sequence, earning for sure its 12A UK rating – is done with verve and chutzpah.

Wade’s avatar, Parzival.
Although a little overlong (2 hours 20 mins) and getting rather over-blown and LOTR-esque in the finale, the ending is very satisfying – roll on Tuesdays and Thursdays!

Spielberg’s recent films have been largely solid and well-constructed watches (“The Post” and “Bridge of Spies” for example) but they have been more niche than mainstream box office draws. I firmly predict that “Ready Player One” will change that: here Spielberg has a sure-fire hit on his hands and word of mouth (rather than the ho-hum trailer) should assure that.
  
Similo: Spookies
Similo: Spookies
2021 | Card Game, Deduction, Fantasy, Mythology
Anyone who knows my gaming preferences will tell you that I am not at all a fan of many party games. I just find them less that gratifying, with usually little to no skill or strategy involved, and also typically invites lewd and disgusting suggestions and behaviors. No thanks. However, upon seeing many reviewers that I trust showing off their hauls from recent conventions including games from the Similo series, I just had to find out why. Have I been missing out, or is this just another lame excuse for a “party game?”

Similo: Spookies (which I will just call Similo from here on out, as they are all basically the same, but with different themes) is a party card game where one player knows information and attempts to persuade the other players to choose the correct character SILENTLY. One game lasts five rounds or less, and many times players will want to play multiple games in a row.


To setup, shuffle the deck of cards and place it face-down on the table. The player chosen to be the “Clue Giver” will then secretly look at the top card. This card will be the secret character for the entire game. Along with this card, the Clue Giver will draw an additional 11 cards and shuffle them. Next, lay out the 12 characters face-up in a 4×3 grid, so that all players can see. Finally, the Clue Giver draws another five cards to act as their starting hand of clues. The game may now begin in earnest!
The game lasts no more than five rounds, and each round is played mostly the same. During the first round the Clue Giver will place a card from their hand onto the table in either Portrait or Landscape mode (I know there are different words to describe these orientations, but they are failing me now). When a card is in Portrait mode, the Clue Giver is letting the players know that the secret character has similarities to the played card. Landscape placement means that the secret character has differences from the card played.


At the end of the first round, the other players must discuss and decide one card from the grid to remove from play, based on the Clue Giver’s information. If the card removed is the secret character (or at any time the secret character is removed in this way) the players all immediately lose the game. However, if the players have removed an appropriate character card, then the game moves to the second round. Each subsequent round is played exactly the same way, except the number of cards removed will match the round number being played. For example, during the third round three cards will be removed. The only exception here is the very last fifth round. During this round there will only be two cards remaining, and the players will need to choose the correct one to win the game. Win or lose, all players will most likely request to play another game with a different Clue Giver.
Components. This game is 30 cards in a tuckbox. The cards are all great quality with excellent linen finish. They each have the character’s name on the upper left corner and a small thematic quip on the lower right corner. The big thing here is the utterly amazing character art by Naiade (Seasons, Tokaido, Isla Dorada, etc). They are each so wonderfully illustrated, and they have to be, considering the entire game is based on the similarity or differences of each card. I was so very pleasantly surprised to see this beautiful set of cards pop out of the box when I opened it. Zero issues with components here.

This game is low-key a thinking person’s puzzle. How can I get the group to exclude one card specifically and throw away all the others? What the heck is this Clue Giver trying to tell us? What exactly is an Oni? With the right group of gamers, especially those that share many inside jokes and experiences, this could be a nightly hit. Now, determining the difference between Frankenstein’s Monster and a Zombie may be harder than you thought, so do be careful with those technicalities.

This one really reminds me of a much more compact version of Deception: Murder in Hong Kong. There is a silent Clue Giver in both trying to guide the other players to the right answer using cards. If I can get the same feeling from a game featuring 30 cards versus about 300 I might have a replacement situation on my hands here.

For its tiny table presence, excellent artwork, and overall game play, Purple Phoenix Games gives this one a bone-chilling 4 / 6. I know at this very second that my score is hanging in the balance. I want it to be a 5 so very badly, and I feel that it may actually get there, assuming I can play with larger groups of people and a variety of types of gamers. For now, I am happy with the 4 it is assigned. If you are like me and didn’t know you needed a smaller game in your collection that can give similo experiences to bigger boxes, give this one a shot.

Oh PS – You can also combine the different sets into a larger and more chaotic game. I’m not sure I have the huevos for that quite yet, but I think a good counterpart to this Halloween-themed set may be the Fables or Myths sets. Let me know if you have combined these two and if my hunch is correct. I’m going to go fanboy over Naiade’s art now.
  
Quests of Valeria
Quests of Valeria
2017 | Card Game, Fantasy
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

A royal King may rule the city of Valeria, but we all know who really is responsible for the prosperity of this kingdom – it’s YOU, the Guild Masters! Your hard work behind the scenes (providing work for Citizens, and overseeing the completion of various Quests) has helped turn Valeria into the thriving epicenter of life and commerce that it is today! Make sure you keep up the good work, because if you don’t, another Guild Master will jump at the opportunity to outperform you and win the favor of the King!

Quests of Valeria, a game of card drafting and hand management, pits players against each other as they try to hire Citizens to complete Quests and earn Victory Points. Each Quest requires certain Citizen roles and Resources to be completed, so strategy is key! Work efficiently, or another Guild Master could swipe a Citizen or Quest right out from under you! On your turn, you will take 2 actions from these listed: Draw, Hire, Reserve, or Quest. Citizen and Quest cards sometimes have special powers that, when played, allow you to take bonus actions on your turn. The game continues until a player has completed their 5th quest, and then all players count up their Victory Points. The player with the highest score is the winner! In solo play, the game ends when either the Citizen or Quest card deck is completely depleted – the solo player then counts up their Victory Points and tries to beat their personal best score!

As a solo game, Quests of Valeria is played almost exactly the same way, with one main gameplay difference. That difference has to do with the setup and handling of the available Citizen and Quest cards. In group play, Citizens and Quest cards remain in the game until their are either hired, completed, or actively discarded. In solo play, at the end of each turn, the Citizen and Quest cards at the furthest left side of the Tavern Line (play area, see photo below for reference) are discarded permanently from the game. All other cards shift one or more spaces as far left as possible in the Tavern Line and any remaining empty slots are refilled from their respective draw decks. This puts a time limit on how long cards remain in the game without being hired/completed. It really forces you to strategize which Citizens to hire and when since they only appear for a finite amount of time. The same goes for Quests – each turn pushes Quests closer to elimination from the game, so you must act quickly and efficiently to complete as many as you can before they are discarded.

I really like the idea of the shifting Tavern Line in solo play. The game would be so easy without it – there would be no rush to do anything and no real strategy involved since I could just bide my time until I have the appropriate Citizens to complete each Quest. With the shifting line, I do have to come up with an ever-changing strategy. I can’t just focus on one Quest – I have to be looking ahead to see what I need for the next quest and how long I have to complete that one too.

My only dislike of this game is that sometimes it can be slow-going getting your Guild up and running. Sometimes the Citizens and Resources I need just aren’t showing up in the Tavern Line (thanks to my awful card shuffling, I’m sure) and I just get to watch those Quests make their way through the line towards the discard pile. And then usually with my luck, I discard precious cards from my hand to Hire a Citizen that I was waiting for only to have all of those Quests slowly replaced by Quests for the Citizens that I was passing on! Since I can only have a maximum of 8 Citizens in my Guild at any given time, I can’t just recruit everybody until I get a Quest that needs those people. It’s a balancing act for sure, and it’s one that I haven’t quite mastered. I’m sure that once I figure out a better strategy for handling this type of situation, I’ll enjoy the game more. But for now, these stand-stills have me stumped.

Overall, I enjoy Quests of Valeria as a solo game. It requires a decent amount of strategy, and the more I play it, the more I like it. There’s no single strategy for success, and I like to try out different ones with each game – do I try to finish as many easy Quests as possible (fewer VPs each, but more Quests overall), or do I save up my Citizens and go only for the big Quests (lots of VPs, but also lots of required Citizens/Resources)? There’s not a right answer, and I enjoy being able to adapt my strategy to the cards currently in play. For such a simple game (Hire Citizens, complete Quests), Quest of Valeria keeps me engaged the entire time. It’s easy to learn, fast to play, and strategic enough that it keeps you hooked. Give it a try as a solo game – it might surprise you!

https://purplephoenixgames.wordpress.com/2019/03/28/solo-chronicles-quests-of-valeria/
  
Lagoon: Land of Druids
Lagoon: Land of Druids
2014 | Adventure, Exploration, Fantasy
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Lagoon is a land of harmony and balance. Or at least it WAS until the rise of humanity. The three spiritual energies that once existed in a perfect equilibrium are now fighting for dominance and control over the destiny of Lagoon. Each energy has amassed a following of druids who are working to ensure that their chosen energy is victorious! Which energy will you choose to serve, and will your choice be the correct one in the end? There’s only one way to find out!

Lagoon: Land of the Druids is a game of tile placement and exploration. You are the leader of a circle of druids, and they will do your bidding throughout the game. On your turn, you will take any/all of these five actions: Move, Summon (add one of your reserve druids to the play area), Explore (add a new site tile to the table), Invoke (use a Site Action), or Unravel (remove a site tile from play). You can perform as many of these actions as you want, as long as you have the appropriate resources to spend. Each tile in the game is double-sided, and each side has a unique action/ability associated with it. Strategy is everything – which tile side should you choose to bring into play, and how can you best use the available abilities to benefit your chosen energy? You also have to keep an eye on your opponents because they might be trying to undermine your plans to help their energy achieve success! The game ends when all tiles have been explored, and then players count up points dependent upon which energy was ultimately dominant. The player with the most points is the winner!

As a solo game, Lagoon plays similarly to the multi-player game. Instead of competing against other humans, you are playing against an AI opponent (fondly referred to as “AJ” in the rulebook). On its turn, alternating with yours, the AI executes three steps – Explore, Unravel, and Invoke (perform an action dependent on which druids the AI currently has in play). Each of those steps is explained in more detail in the rulebook. The game ends as in a normal group game, and the player (either you or the AI) with the highest score wins.

The first thing I should mention are the solo rules themselves – they are very wordy and contain lots of ambiguity. It took me a couple of read-throughs before I felt comfortable trying to play, and even now I still keep the solo rules easily accessible when I do play. With so many moving elements in this game, clear and concise rules are necessary for an unencumbered game.

When I say there are a lot of moving elements, I mean it. At any point, you could have up to 5 druids in play, with access to up to 5 unique site powers to invoke in addition to the basic actions you can take on your turn. And on top of that, your druids are spiritually connected, so a druid on one site can use the power of a different site as long as you have a druid there as well. There are also lots of opportunities to combo powers this way, and unless you’re 100% focused, you could lose track of what you already did or forget to pay for an action. And in a solo game, you’re not only tracking this for yourself, you also have to make sure you’re executing the AI turns correctly. There’s just a lot going on and it can be easy to accidentally skip a step.

The thing I dislike most about playing Lagoon solo is that I have to make decisions for the AI. When placing tiles on AI turns, I get to choose which side to play. When the AI unravels a site, I get to choose which site to remove. It’s hard to play this game honestly because I can just choose whatever will benefit ME the most, and not necessarily act in the AI’s best interest. Obviously, a human opponent would do whatever they want for themselves, but in a solo game I am in control of my opponent. The rulebook does offer ways to alleviate this, but I either honestly forget to refer back to the rules for certain situations, or I just choose to ignore the suggestions. I know, I know, that sounds like a personal problem. And I guess it is. I just don’t like the responsibility of having to play two competing sides because it is hard to stay honest. Since this game is so dependent on strategy and personal decisions, there is no good way for an AI opponent to be successful.

Lagoon: Land of the Druids is a complex game that requires more strategy than you think. That being said, I don’t like to play it solo. Each turn offers lots of opportunities, but so many options can be overwhelming. Having to make decisions for the AI is not enjoyable for me because I am aware that I do not always make the best decision for the AI – it’s just hard for me to consciously make decisions detrimental to my game. The idea of this game is neat, but the execution of the solo rules (from their editing to their actual gameplay) just doesn’t work well for me. Give it a try solo if you want, but you’re not really missing a lot if you don’t.

https://purplephoenixgames.wordpress.com/2019/03/11/solo-chronicles-lagoon-land-of-the-druids/
  
Arctic Scavengers
Arctic Scavengers
2009 | Bluff, Card Game, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?

Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.

Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!

The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.

In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.

The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.

I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.

Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.

https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
  
Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
  
South Park: The Stick of Truth
South Park: The Stick of Truth
Role-Playing
Following several delays after the collapse of THQ, Obsidian’s South Park: The Stick of Truth has been released to critical acclaim. Not only is the game the best adaptation of the hit animated series to date for gamers, the one could argue that it is the best videogame based on an animated series to ever be released. This is a pretty bold statement but the game backs it up time and time again with its engaging story, considerable gameplay length, and an abundance of laughs many of which are cringe worthy.

Playing is a new kid in town was tasked by his parents to go out and make friends, you quickly find yourself in the company of Cartman and his cronies who are busy playing a fantasy game involving the legendary Stick of Truth. Despite the fact that the stick is nothing more than a piece of wood, all manner of importance is placed upon it and when a rival faction steals it, it falls to the players to retrieve the stick and save the day.

Players will be accompanied by various characters in the game ranging from Butters to Stan, Kyle, Kenny, Jimmy, and Cartman he to whom have their own special abilities and combat technique. At various points in the game players may have to call upon a player in order to use their unique ability in order to solve one of the game’s many puzzles. The entire map of South Park is highly detailed and loaded with countless references to the show. Players are free to explore the town, interact with various characters, and embark on side quests that have no bearing on the story and are not required to complete the main part of the game.

The key is exploration as obtaining items which can be sold as a vital part of the game as health power ups in the form of snack foods and other supplements are essential to surviving the numerous combat opportunities in the game.

At first it took a little getting used to but being able to equip your characters in costumes and weapons in order to complete the quests and solve various puzzles is an essential part of the game.

While it is basically role-playing game at its heart, The Stick of Truth is essentially like being in a season of the show that happens to have a connected and continuous plot. There are numerous twists and turns and surprises in the game ranging from alien abductions, government conspiracies, venturing to Canada, and so much more.
Combat in the game usually involves two players and players who alternate between powering up attacking defensive abilities, using super moves which players can select and customize, and attacking with your primary or secondary weapons.

The game has a very elaborate social network is various characters who you friend along the way will offer hints and suggestions to you and being able to obtain items to power up your weapons is a hysterical and vital part of the game.

I have put in over 17 hours of gameplay into completing the main story the game and a few of the side quests but I have not completed all of the options that are available in the game. This gives you an idea of the scope of the game and thankfully the designers allow a rapid transit system courtesy of Timmy to help you traverse the map. The abundance of characters both featured in supporting from the series show up the game and there are countless nods to numerous other episodes including the classic Sexual Harassment Panda theme that brought a smile to my face when I heard blaring over the and offices PA system while I was exploring.

There are puzzles to solve the game most of which involve thinking outside the box although some are very straightforward. It is important to remember that when you are dealing with the town of South Park expecting the unexpected is par for the course so any game that would have you battle the Underpants Gnomes in a shrunken state while your parents graphically consummate their marriage above you should give you an idea about humor in the game.

The game is not in any way politically correct, for children, or for those easily offended, but if you’re a fan of the series you know what to expect and the game delivers it in droves. The laughs are numerous and hysterical as abs constantly shocked just how far certain sequences would be taken but delighted nonetheless.
There were a few minor glitches now and then but nothing that severely hampered my gameplay experience other than a few graphical drops and legs now and then on the PC version of the game. For me this was a small price to pay as the PC version is completely uncensored and does not have any of the cards that were required for the console version of the game.

The mouse and keyboard while effective are not the intended control system for the game so I would suggest that players may want to consider using a game pad or at the least, prepare themselves for certain scenes that are going to involve button mashing and other console standards.

The graphics, sound, and music, of the game are on par with the best the show has offered and as I indicated earlier, the storyline is one of the best that has ever been done for South Park episode and is not to be missed.

Not only is the game one of the best surprises of the year but I can honestly say that it is an early contender for some game of the year awards which is surprising as one announced, I think people had interest but yet modest expectations for what the finished product would be like. It is been a long time since I’ve had this many laughs in a movie, television show, or game, as well as this much enjoyment.

South Park: The Stick of Truth is one of the best gaming releases the year and is not to be missed.


http://sknr.net/2014/03/31/south-park-the-stick-of-truth/