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Dingo's Dreams
Dingo's Dreams
2016 | Animals, Fantasy, Puzzle
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.

In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!

The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.

On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.

Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
  
Crimes & Capers: High School Hijinks
Crimes & Capers: High School Hijinks
2021 | Murder & Mystery, Puzzle
High School. While many have horrible memories of that time period of life, I personally did not have many negative experiences. However, I do remember the different cliques, and those that could and could not be trusted. So when I heard about the new Crimes & Capers series from Renegade Game Studios, and that one of the options was a high school, I knew we had to take a look at it. Come see why we enjoy it.

A popular student among many different social circles is in trouble and it is up to her friends (the players) to suss out the entire situation armed with merely small pieces of information. Each player takes on the role of one such student, and their information is vital to the overall story behind these High School Hijinks.

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 everything, but will describe the overall game flow so that our readers may get a sense of how the game plays. For more in depth coverage, you may purchase a copy online or from your FLGS. -T


To setup, each player chooses a character, receives the corresponding booklet of information, and the padlocked locker is placed on the table. The locker contains more vital information, and it is up to the players to arrive at the correct combination to unlock it. Open the envelope entitled, “Opening Materials,” and the game is on!

Now, there is so much to this game that I wish I could relay to you, the reader, but without spoiling anything, my hands are almost literally tied. I wish I could explain what kind of information is found in each player’s materials, and what the locker contains, and even a little of the story, but in doing so I fear I would spoil at least SOMETHING. That’s not what I’m about, so unfortunately, this portion of the review will need to remain a mystery. Apologies, but it benefits you this way.
Components. Inside this box is a bunch of folios and envelopes and one of the coolest components I’ve ever seen in a game box: a fully-formed and padlocked personal locker. Yes, one could easily tear the cardboard locker apart to get to the materials inside, but what kind of monster would do such a thing? I have no problems with any of the components, and the artwork throughout is excellent.

The game itself is also incredibly solid. We really had no idea what to expect going into this one, but were pleasantly surprised with the included puzzles and deductions. There were many times when we just HAD to exchange folios and information belonging to the individual player because we just needed a second set of eyes on it. There is a lot of stuff going on in this box, and it definitely was a great time playing.

However, this game is one of those that is a one-and-done play, because once you have played through it, it is impossible to replay with the same components. Renegade Games does provide a recharge pack, of sorts, so that the game may be enjoyed by another group, but I have not checked into that, so I will not comment on it. I believe our scores are indicative of the great time we had, but the fact that we are unable to play it again, and that is both a very very cool feature, but also very saddening. We would love to be able to salvage some components and have a different scenario be made from them, but alas, we are not designers, so we have not yet figured out how.

The official recommendation here is that everyone should definitely try this one. If you are a fan of mystery games and games that have interesting themes and mechanics working together, then this is a no-brainer. Purple Phoenix Games gives this one a nostalgic 12 / 18. If it were replayable in any fashion that would not rehash the same story, this would easily earn a higher rating from us. That said, we are very much looking forward to trying the other game(s) in the series as they release. So come on back to high school and join your friends for the High School Hijinks that are certain to be a good time.
  
Wicked & Wise
Wicked & Wise
2022 | Card Game, Fantasy
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.

Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!

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


Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.


The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.

Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.

This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.