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Beatdown: Streets of Justice
Beatdown: Streets of Justice
2019 | Card Game, Comic Book / Strip, Fighting
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?

Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.

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, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!

Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.

After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.

Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.

Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
  
Dungeons & Dragons: Wrath of Ashardalon Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
2011 | Adventure, Exploration, Fantasy, Miniatures
Can be expanded with other games in this series. (3 more)
Is set in the world of D&D
Can be played as 1 player
Easy to learn
Not much depth to the game itself (3 more)
No real character progression
Badly moulded miniatures
1 Player mode is very tedious
Good but not great.
This is the first "standalone" tabletop game I have bought from Wizards of The Coast.

I am a D&D fan, so was quite looking forward to playing this, the packaging and content of the game really caught my attention when the game arrived, I was definitely very excited to start playing.

I read through the rules fairly quickly and set the game up ready to play, the first run through was OK although I messed up the rules a little and felt it would be better to start again, after a quick re-read I was ready to go again. Just bare in mind, the rules are easy, but there are a few things you end up forgetting, so it is handy to read them through a couple of times and have them handy when playing.


I carried on through the game a little longer and soon realised it was quite a tedious process, as I was playing on my own and not with others the game needed to keep me entertained, and it really didn't do that.. I was actually starting to wish it would end (I am someone who has to finish a game and can't stop half way through) and when I finally died, I was actually quite relieved.


I ended up putting it away and not coming back to it for a while.. until one day when a couple of friends were over and we weren't in the mood for a really intense style game, I decided to pull it out and see how it played with others. It was certainly a much different experience, it seemed to flow better and just having the others there to have a bit of fun with definitely made the game much more enjoyable.


I would say it is worth buying the game to play with your friends but as a solo game, I really wouldn't bother.
  
Onitama: Way of the Wind
Onitama: Way of the Wind
2018 | Abstract Strategy
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the excellent two-player game Onitama, and the expansion is named Way of the Wind, from Arcane Wonders.


This expansion includes two new Move cards, a new Wind Spirit mini, and eight Wind Spirit cards. The Wind Spirit mini is placed in the middle of the board at setup. Either player can move the Wind Spirit on their turn by playing one of the specific Wind Spirit Move cards. These special Move cards are divided into two segments where the top segment is for normal student/master movement and the bottom is for Wind Spirit movement. Should the Wind Spirit be moved onto an existing student, the Wind Spirit and student switch spots on the board. It can never be moved onto a master’s spot, and the Wind Spirit cannot be captured nor can it capture another piece on the board.
Right away, this small expansion adds more animal Move cards to the base game. That’s a good thing. Variety is the spice of life, no? It also adds another wonderful mini in a translucent blue to be moved around the board. That’s also a good thing. Along with the mini the Wind Spirit also brings its own special Move cards and rules for movement. Good. All in all, the expansion adds more things to the base game and new things for the expansion. I like it.

Is it necessary to own? No. Is it nice to have to spice up your game of Onitama? Absolutely. Being able to thwart your opponent’s plans by placing the Wind Spirit in the way is a nice touch, and it adds more great table presence with the new mini.

Official recommendation: Grab it if you are a fan of Onitama and want to throw something new into the mix, but do not feel obligated to add it. Onitama is good enough on its own without this, but I am certainly glad I have my copy.
  
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