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Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Fred (860 KP) rated Terraforming Mars in Tabletop Games
Mar 6, 2018
Good game, with one major flaw. The victory points on the cards. See, I've played 4 games of this so far (and one solo) & each time, the victory came due to whoever had the most victory points with their cards. Nothing else mattered. No matter the strategy, no matter the milestones or awards. It was the cards. And here's the problem with that. Getting cards with victory points is luck. You either get them or you don't. First game I played, I didn't even pay attention. I was well ahead of one player, and a few behind the leader. Then, the player in last counted his victory points on the cards & zoomed ahead, winning by at least 10 points. Must have had near to 30 points in cards alone.
Second game, I played against my wife & went for the cards & easily won.
Third game, I played against 4 players & again went for the cards. I got a lot of them & won the game easily. My friend, who had won the first game, said, "I was trying to get the cards with victory points, but I hardly got any. I played every one I got & only got a few points."
Fourth game. Played with my brother, his wife & my wife. Everyone played well, & we were pretty much even along the TR line. I got 3 of the milestones, giving me 15 victory points at the end of the game, which made my brother exclaim that it wasn't fair because he was going to get them, but each time, I went before him in the generation & that those 15 points would win me the game. He grabbed 3 of the awards, but only scored 12 points, while I scored 2 more points & my wife scored 7 points. Scoring for greenery, I got another 7 points. I was well ahead & thought victory was mine. We then started to count the points on our cards. As I was counting, I glanced up to see my brother moving his score cube past mine...way past mine. I thought that he must be cheating & he assured me that he had all these points. I looked at his cards & he had indeed all the points he said. I counted my points. 4. 4 points. What happened to my friend last game, had happened to me. I played every card I got that gave victory points & got 4 points. Actually, I had one more card that would have given me 3 more points, but I needed to already have a card that had a bacteria tag on it. But again, with the luck of the draw, I never got one to play, the entire game.
Now, there's nothing wrong with luck in games. I mean, every dice game is all luck. Every card game, is mostly luck. There is some strategy to the game, but it's basically play what you can to improve. And most people can figure this out & keep the game even. But with this game, every winner has won by at least 10 points & each has won with the points on cards alone.
While this may break a game for some people, I still find the game fun to play. I like the theme & I like the components. Even though the cards are thin & the ME(money) cubes are already flaking, I still like them. The luck factor is good in a way, as it means that one person can't be ridiculously good at the game & win every time. But this is not for everyone. My friend is very competitive & only wants to win. He's the kind of guy that goes online to find strategies on how to win, uses them, wins every game & thus ruins the game for everyone but him.
My bottom line is I like the game. It is one of my current favorites. The solo game is very good too. It's fairly quick, compared to the multi-player game. Less than half the time of the full game. I do recommend it to players who don't care too much about winning every game. You're not going to. Get used to it. Even though this is a major flaw for some, I'm still giving it 7 out of 10 for fun.
Second game, I played against my wife & went for the cards & easily won.
Third game, I played against 4 players & again went for the cards. I got a lot of them & won the game easily. My friend, who had won the first game, said, "I was trying to get the cards with victory points, but I hardly got any. I played every one I got & only got a few points."
Fourth game. Played with my brother, his wife & my wife. Everyone played well, & we were pretty much even along the TR line. I got 3 of the milestones, giving me 15 victory points at the end of the game, which made my brother exclaim that it wasn't fair because he was going to get them, but each time, I went before him in the generation & that those 15 points would win me the game. He grabbed 3 of the awards, but only scored 12 points, while I scored 2 more points & my wife scored 7 points. Scoring for greenery, I got another 7 points. I was well ahead & thought victory was mine. We then started to count the points on our cards. As I was counting, I glanced up to see my brother moving his score cube past mine...way past mine. I thought that he must be cheating & he assured me that he had all these points. I looked at his cards & he had indeed all the points he said. I counted my points. 4. 4 points. What happened to my friend last game, had happened to me. I played every card I got that gave victory points & got 4 points. Actually, I had one more card that would have given me 3 more points, but I needed to already have a card that had a bacteria tag on it. But again, with the luck of the draw, I never got one to play, the entire game.
Now, there's nothing wrong with luck in games. I mean, every dice game is all luck. Every card game, is mostly luck. There is some strategy to the game, but it's basically play what you can to improve. And most people can figure this out & keep the game even. But with this game, every winner has won by at least 10 points & each has won with the points on cards alone.
While this may break a game for some people, I still find the game fun to play. I like the theme & I like the components. Even though the cards are thin & the ME(money) cubes are already flaking, I still like them. The luck factor is good in a way, as it means that one person can't be ridiculously good at the game & win every time. But this is not for everyone. My friend is very competitive & only wants to win. He's the kind of guy that goes online to find strategies on how to win, uses them, wins every game & thus ruins the game for everyone but him.
My bottom line is I like the game. It is one of my current favorites. The solo game is very good too. It's fairly quick, compared to the multi-player game. Less than half the time of the full game. I do recommend it to players who don't care too much about winning every game. You're not going to. Get used to it. Even though this is a major flaw for some, I'm still giving it 7 out of 10 for fun.
Purple Phoenix Games (2266 KP) rated Coconuts in Tabletop Games
Jun 12, 2019
I usually like to create some fanciful intro to my reviews to get you in the setting of the game and in the mood to be entertained and educated about the game in question. I have failed this time.
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/
Josh Burns (166 KP) rated Spartacus: A Game of Blood and Treachery in Tabletop Games
Jun 20, 2019
Easy to learn but a ton of fun (1 more)
Great strategy and combat
I had my eye on this game for a while before finally pulling the trigger and ordering it a few years ago. I had little faith in a game based on a tv show, but I love gladiator games and there aren't many to choose from.
The base game is 3-4 players, there are expansions that increase that, but I'm sticking with the base game for this review. Each player controls a different House, which have their own stats, abilities, and alternate objectives, with the main objective being to reach 10 influence.
The game plays basically as follows:
Upkeep phase: collect money, try to heal wounded gladiators, and reactivate slaves that were used.
Market: A number of cards are drawn and placed face down, then one card is flipped. It could be a gladiator, a slave (can earn you money and may have abilities that are useful outside the arena) or gear for your gladiators. All players choose how many coins to bid and keep them in a closed fist until everyone is ready, then everyone reveals their bid. Whoever was highest wins. You then repeat till each card is flipped. You can also put your own cards up for auction or offer trades.
the arena: after this, 2 players chosen by another player have to either fight each other, pitting a slave or gladiator against the oppents, or forfeit at the cost of Influence. Players may place bets on who will win and if the loser will be killed, or badly injured.
The game is basically 2 games in 1: outside the arena and in it.
Outside: It is primarily about making deals, lying, setting each other up, making temporary allies and backstabbing. Literally the only rule in the actual rulebook about how to go about this is: "Don't be a dick. " It actually says that, and says they mean keep it fun, don't actually try to be a spiteful douche. There is nothing directing you when to lie or be honest, if you have to keep promises, etc.
In the arena: Combat is fun and simple. Not all fighters are equal but I have seen weak ones overcome the odds. If you're a fan of the show you will recognize many names. As a quick sidenote, an expansion can turn these fights from 1 vs 1 to 2 vs 2. I've won hard fought games, and I've lost on purpose to win a bet or fulfill a deal. Your fighter may or may not die or be injured. The player who chose the participants also decides the fate of the losing fighter (if they didn't die fighting) with a thumbs up or down. The player with the losing fighter can plead for the fighters survival or bribe, or maybe the player chosing wants the losing player to owe them a favor. There is never a clear cut choice.
In conclusion: This is a favorite of mine. It is unbelievably fun making deals (whether you keep them or not) bribing, setting players against each other etc. The combat is fun and easy to learn and the other players are typically screaming at whoever they want to win if they aren't doing well (in good fun, not actual anger). I can't think of anything to not like about it. If you like the show you'll love references such as the "Jupiter's Cock" card and seeing all the characters (slaves, gladiators, and dominas). If you don't like the show, it's still a hell of a game and you don't need to watch the show to know what's going on.
The base game is 3-4 players, there are expansions that increase that, but I'm sticking with the base game for this review. Each player controls a different House, which have their own stats, abilities, and alternate objectives, with the main objective being to reach 10 influence.
The game plays basically as follows:
Upkeep phase: collect money, try to heal wounded gladiators, and reactivate slaves that were used.
Market: A number of cards are drawn and placed face down, then one card is flipped. It could be a gladiator, a slave (can earn you money and may have abilities that are useful outside the arena) or gear for your gladiators. All players choose how many coins to bid and keep them in a closed fist until everyone is ready, then everyone reveals their bid. Whoever was highest wins. You then repeat till each card is flipped. You can also put your own cards up for auction or offer trades.
the arena: after this, 2 players chosen by another player have to either fight each other, pitting a slave or gladiator against the oppents, or forfeit at the cost of Influence. Players may place bets on who will win and if the loser will be killed, or badly injured.
The game is basically 2 games in 1: outside the arena and in it.
Outside: It is primarily about making deals, lying, setting each other up, making temporary allies and backstabbing. Literally the only rule in the actual rulebook about how to go about this is: "Don't be a dick. " It actually says that, and says they mean keep it fun, don't actually try to be a spiteful douche. There is nothing directing you when to lie or be honest, if you have to keep promises, etc.
In the arena: Combat is fun and simple. Not all fighters are equal but I have seen weak ones overcome the odds. If you're a fan of the show you will recognize many names. As a quick sidenote, an expansion can turn these fights from 1 vs 1 to 2 vs 2. I've won hard fought games, and I've lost on purpose to win a bet or fulfill a deal. Your fighter may or may not die or be injured. The player who chose the participants also decides the fate of the losing fighter (if they didn't die fighting) with a thumbs up or down. The player with the losing fighter can plead for the fighters survival or bribe, or maybe the player chosing wants the losing player to owe them a favor. There is never a clear cut choice.
In conclusion: This is a favorite of mine. It is unbelievably fun making deals (whether you keep them or not) bribing, setting players against each other etc. The combat is fun and easy to learn and the other players are typically screaming at whoever they want to win if they aren't doing well (in good fun, not actual anger). I can't think of anything to not like about it. If you like the show you'll love references such as the "Jupiter's Cock" card and seeing all the characters (slaves, gladiators, and dominas). If you don't like the show, it's still a hell of a game and you don't need to watch the show to know what's going on.
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Purple Phoenix Games (2266 KP) rated The Mind in Tabletop Games
Nov 26, 2019
What IS a game? That’s a question that had never crossed my stream of consciousness until The Mind was released. And even then, I just sat idly by, snacking on my popcorn, watching all definitions and sides emerge in the great debate. So what’s the verdict? That’s ultimately up to you.
The Mind is a card game in which the players are trying to play their cards in ascending numerical order. That’s it. No, seriously. The ONLY catch is that players are not allowed to communicate in any way which cards they hold in their hands. No talking, no noises, and no gesturing of any kind. That’s how they getcha. Here’s how it works – at Level 1 (start of the game), each player is dealt one card. When the level officially begins, you must decide when is the right time to play your card. If the cards are played in order, then you move to Level 2 and receive 2 cards to start the round. Level 3 gives you 3 cards, and so on. Players win the game if they successfully complete a certain number of Levels.
I’m not here to comment on the “Is The Mind a game or not” debate, I’m just here to let you know our thoughts! The Mind is definitely an interesting experience, to say the least. A game that often begins timidly usually turns into a high-energy (and sometimes high-stress) atmosphere of fun. Although it might feel like pure luck, or even hidden telepathic connections, The Mind is ultimately a game of timing. The subtitle says it all – “Let’s become one…” Can you and your friends synchronize your timing well enough to make progress? Or will there be someone amongst the group who inadvertently throws off the groove?
Is The Mind my favorite game? No. But it’s one that I enjoy playing. I think it’s a unique game that keeps everyone on their toes, despite its appearance of simplicity. One thing I really enjoy is playing The Mind several times with the same group of people. It’s neat to see how the group learns the nuances of how everyone plays, and keeping that flow going between games and sessions. I also enjoy playing The Mind with a totally new group of people too for the same reason – everyone has a different play style and you’ve got to be able to learn and adapt to any given player.
The hardest rule is perhaps the one that makes the game most interesting, and that is the no communication rule. Admittedly, I do sometimes accidentally throw up a gesture or two to signal to other players, but even those are sometimes hilariously misunderstood and lead to some close calls or devastating defeats.
Overall, I think The Mind is a pretty neat game. It’s not one that I play too often, but it’s one that is simple enough to teach and play that I like playing it with newer gamers. The Mind plays fairly quickly too, so that makes it a good filler between some heavier games. Purple Phoenix Games (with input from guest score Tony) gives The Mind a thoughtful 14 / 24.
The Mind is a card game in which the players are trying to play their cards in ascending numerical order. That’s it. No, seriously. The ONLY catch is that players are not allowed to communicate in any way which cards they hold in their hands. No talking, no noises, and no gesturing of any kind. That’s how they getcha. Here’s how it works – at Level 1 (start of the game), each player is dealt one card. When the level officially begins, you must decide when is the right time to play your card. If the cards are played in order, then you move to Level 2 and receive 2 cards to start the round. Level 3 gives you 3 cards, and so on. Players win the game if they successfully complete a certain number of Levels.
I’m not here to comment on the “Is The Mind a game or not” debate, I’m just here to let you know our thoughts! The Mind is definitely an interesting experience, to say the least. A game that often begins timidly usually turns into a high-energy (and sometimes high-stress) atmosphere of fun. Although it might feel like pure luck, or even hidden telepathic connections, The Mind is ultimately a game of timing. The subtitle says it all – “Let’s become one…” Can you and your friends synchronize your timing well enough to make progress? Or will there be someone amongst the group who inadvertently throws off the groove?
Is The Mind my favorite game? No. But it’s one that I enjoy playing. I think it’s a unique game that keeps everyone on their toes, despite its appearance of simplicity. One thing I really enjoy is playing The Mind several times with the same group of people. It’s neat to see how the group learns the nuances of how everyone plays, and keeping that flow going between games and sessions. I also enjoy playing The Mind with a totally new group of people too for the same reason – everyone has a different play style and you’ve got to be able to learn and adapt to any given player.
The hardest rule is perhaps the one that makes the game most interesting, and that is the no communication rule. Admittedly, I do sometimes accidentally throw up a gesture or two to signal to other players, but even those are sometimes hilariously misunderstood and lead to some close calls or devastating defeats.
Overall, I think The Mind is a pretty neat game. It’s not one that I play too often, but it’s one that is simple enough to teach and play that I like playing it with newer gamers. The Mind plays fairly quickly too, so that makes it a good filler between some heavier games. Purple Phoenix Games (with input from guest score Tony) gives The Mind a thoughtful 14 / 24.
Mini Synthesizer for iPhone
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Electro-Harmonix, a pioneer since 1968 in the field of sound effects pedals for musicians, has...
Purple Phoenix Games (2266 KP) rated Talisman: Kingdom Hearts in Tabletop Games
Dec 10, 2020
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
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. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
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. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
Purple Phoenix Games (2266 KP) rated Tranquility in Tabletop Games
Oct 21, 2021
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!






