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Aroma
Aroma
2020 | Game System
Hello. My name is Travis and I have a big nose. It has always been big, and I used to tell people that it is so because I could smell so much better than everyone else. For a while this was partly true. However, as I age I find that I am less and less amazing than I thought I was when I was younger. Enter a game that revolves around actually using this schnoz and its wonderful ability and I thought I would have it in the bag! I was wrong. Again.

Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a game of Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.


Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.

As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.

I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.

If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.
  
Dungeon Scrawlers: Heroes of Undermountain
Dungeon Scrawlers: Heroes of Undermountain
2021 | Action, Fantasy, Maze, Real-time
I’ve mentioned before that Travis and I are currently playing a D&D campaign with another friend. I’m the DM and those two dudes are my ever-entertaining party. The adventure we’re running at the moment is Dungeon of the Mad Mage, which takes place in Undermountain. So imagine my surprise whilst browsing my FLGS recently and came across this game: a D&D real-time maze racing game set in the very same dungeon as our current campaign! I knew then and there that I had to give it a shot. It’s not as involved and intensive as the actual campaign, but this game can be just as exciting. Keep reading to see why!


Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.

Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.

Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.


The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.

To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!

So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
  
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Dan Lacey (7 KP) rated the Xbox One version of ARK Survival Evolved in Video Games

Feb 26, 2020  
ARK Survival Evolved
ARK Survival Evolved
2017 | Action/Adventure
Content (2 more)
General mechanics
Playability
Bugs (2 more)
Community
Developers
Its almost like removing your socks with a chainsaw.
Where does one begin with Ark Survival Evolved?

This is a game I fell in love with and at the very same time detested the game in its entirety. It is a very strange feeling to enjoy a game so so much that you hate it's very existence.

Allow me to explain, Ark is a survival game in case the name didnt give that away in which you start stranded on an island with nothing but your underwear and a dream. The early game very quickly becomes a nightmare comprising of being mauled to death by Raptors or being beaten to a pulp by another player. The aim of the game is to build your base, fortify your base and tame the vast amount of creatures ark has to offer to enable you to progress further in the game by defeating boss monsters and learning the story of the arks.

Taming creatures of the game is so much fun each one has it's own stats abilities and a way to tame it. Most can even be bred to improve its stats via mutations which also can change the colours of the creature. There is a vast interconnected system with all creatures each one is good at something and may lack at something else. There is no better feeling than the very first time you successfully tame a tyranosaurus rex and plop a saddle on it's back, then hop on and March off into battle. The feeling you get when after a few days you place your first set of turrets around your little shack in the hope that when you log on again the next day you will still have everything untouched is a feeling of dread and satisfaction.

There are two game modes pvp (player vs player) and pve (player vs environment) this review will mainly focus on the pvp side as that is the mode I am most familiar with. One of the biggest draws to this game is the amount of content there is available due to the many dlcs. The flipside is that due to the constant need by the developers to sell more digital content they have neglected the many many many many MANY problems the game has which allows players to cheat their way to the top.

The game is riddled with toxic players who will exploit anything on a massive scale if it puts them to the alpha status all players strive to achieve. The game has been plagued by players under meshing (going under the game map) and being able to destroy other players work without worry of being killed by the many forms of defences there are. Players also have various ways in which to duplicate full inventories of items and tames. The developers however turn a blind eye to this at the same time saying they are going to fix it.

Yet here we are in 2020 and I'm some 3.5k hours into the game still complaining still hating the game and at the same time in total love with it. The game is like a drug that you want to give up but at the exact same time you tell yourself you can quit when you want believing the potential this game had and still has will one day shine through and it will all be worth it.

So to sum it up, Ark is like taking a shower in lemon juice while covered in papercuts. It's painful but at the end of the day you smell lemony fresh so the pain is mostly worth it for the pleasures you get in the end.
  
Trust Me, I'm a Doctor
Trust Me, I'm a Doctor
2020 | Card Game, Horror, Humor, Medical, Party Game
Did you know that in olden days doctors and traveling alchemist frauds would prescribe cocaine for various illnesses and maladies? It’s true. Also were you aware that fecal transfusions could cure a multitude of sicknesses? You know, taking feces from one person and injecting it into the intestines of another can cure LOTS of bad stuff. Like excessively odorous gas expelations. Well, that one may or may not be true, but if you think you can sell that cure to your friends, you are ready to play Trust Me, I’m a Doctor.

In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!


To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.

On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.

So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”

Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
  
Hanamikoji
Hanamikoji
2013 | Card Game, Medieval
You own a restaurant located on Hanamikoji Street in one of Japan’s most famous Geisha districts. As a way to drum up business, you have begun to hire Geishas as entertainment for your patrons. Skilled in traditional music, dance, and art, Geishas are highly respected entertainers in Japan. However, a rival restaurateur is trying to hire the same Geishas as you! In an attempt to win the favor (and talents) of these elegant women, you begin collecting items related to their chosen art forms with the hope that these gifts will keep them at your establishment!

Hanamikoji is a 2-player game where players are competing to win the favor of the 7 Geishas. In a game of literal give-and-take played over several rounds, you and your opponent will alternate taking 4 actions to play and trade cards. The first player to win the favor of 4 Geishas, or to earn at least 11 Charm points, is the winner!

For as simple as it seems, Hanamikoji requires a lot of strategy. The cards in your hand are hidden from your opponent, but half of the actions taken each round require you to reveal cards from your hand and allow your opponent to take a certain number to their side – a traditional “I split, you choose” mechanic. You have to strategize which cards you can afford to give up, at the risk of letting your opponent win a Geisha, with the goal of winning a higher-valued Geisha instead. At the same time, your opponent will be revealing cards from their hand for you to take to your side. Your strategy is always changing based on not only the cards in your hand, but the cards that your opponent reveals to you.

One thing I really like about this game is that winning the favor of a Geisha in one round is not final. If I win a Geisha in one round, but in the next round my opponent has the majority for that specific Geisha, I lose her favor and she goes back to neutral. So not only am I trying to win over more Geishas each round, I have to actively be protecting those I have already won. The same can be said for the reverse – even if my opponent wins a Geisha in one round, I can negate that in the next round. The favor of the Geishas does not reset at the end of each round, nor is it unchangeable in future rounds. Anything can happen, and that makes for a surprisingly exciting game.

Although this is a competitive game, I find it to be kind of calming to play. It is simple, yet strategic, and the artwork is beautiful. In my experience, once you understand the gameplay and actions, it plays quickly and quietly. If you’re looking for a quality 2-player game, give Hanamikoji a try! Purple Phoenix Games rates it a graceful 10 / 12 (Bryan and Josh have not yet played it).

https://purplephoenixgames.wordpress.com/2019/02/13/hanamikoji-review/
  
Villages of Valeria
Villages of Valeria
2017 | Card Game, City Building, Fantasy
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?

In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?

DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T

VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.

VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!

When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.

Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.

Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!

Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.

So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!

https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
  
Space Plague
Space Plague
2021 | Abstract Strategy, Science Fiction, Space
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”

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

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


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

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

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


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

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

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

While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.