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Modern Combat 3: Fallen Nation is coming this fall! Watch the exclusive trailer on YouTube :...
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The official digital adaptation of one of the best board games in history – Istanbul. Istanbul...
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Paul Kellett (118 KP) rated Secrets of the Lost Tomb in Tabletop Games
May 1, 2019
Great stories (2 more)
Exciting gameplay
Great solo game with 1 hero
Rules are a little clunky in places (1 more)
Lots of little tokens to track everything
An Indiana Jones style adventure
Have you ever wanted to be Indiana Jones? Well now you can. Secrets of the Lost Tomb is an epic action adventure game in the style of 1930's pulp fiction.
Almost like a cross between Descent and Betrayal at the House on the Hill, you build the dungeon one tile at a time (from a large stack of room tiles) as you explore 3 levels trying to get to and defeat the boss and retrieve the quest item before the time track runs out.
All the creatures and events are automated making this a fully co-op game and action points are distributed evenly between the adventurers. There is also a special solo only character with a bunch of companions so you can play without having to take control of multiple characters if you wish.
I have now played through all the scenarios several times and this game is still on the top of My dungeon crawl list, it really does everything I wanted. With the base game and 7 expansions, there is a HUGE amount of content as well as rules to combine everything into a full campaign with character progression.
The scenarios are much more varied and interesting than other dungeon crawls. One mission you could be trying to stop a long dead pharaoh from coming back and spreading his evil in the world while the next mission might see you trying to stop Russian commandos from stealing Captain Nemo's submarine, The Nautilus. Each scenario has a 1930s pulp fiction feel to it and, despite the occasional typo, are very well written and thought out.
The scenarios have an introduction which sets the scene, a setup guide that tells you what tiles, creatures and items are specific to the story and need to be set aside and the win/lose conditions. There then follows a series of numbered sections which serve as chapters in the story. These are triggered by various events, normally by discovering room tiles with specific icons on them or by the comet track (which is the game's timer) hitting a certain point. This is a great feature and is easy to follow. I much prefer this to the way the quests are laid out in Descent 2e.
The scenarios are long and so far have taken nearly twice the specified amount of time as listed. That said, you are so immersed in the story and exploring the tomb, the game never feels like it is dragging or outstaying it's welcome. You just need to budget for 3-4 hours of play time per story although this does come down once you are familiar with the rules.
Yes, there are a lot of tokens and stats to keep track of, but I wouldn't say it detracts from the game or the feeling of immersion, especially after the first game or two and the fact that each player takes one action at a time going round the table until all actions have been taken means that there is less downtime than other games.
The AI is very well done with creatures moving and attacking the player with the most soul tokens (gained by killing creatures) so the most dangerous character will be the main focus of the enemy and you can plan your turn to have the right people positioned where they will be best protected/best used.
This is by far the best and most immersive dungeon crawl I've played and really has knocked Descent off as My go-to game of this genre.
Find out more about Secrets of the Lost Tomb and more at Everything Epic Games
Almost like a cross between Descent and Betrayal at the House on the Hill, you build the dungeon one tile at a time (from a large stack of room tiles) as you explore 3 levels trying to get to and defeat the boss and retrieve the quest item before the time track runs out.
All the creatures and events are automated making this a fully co-op game and action points are distributed evenly between the adventurers. There is also a special solo only character with a bunch of companions so you can play without having to take control of multiple characters if you wish.
I have now played through all the scenarios several times and this game is still on the top of My dungeon crawl list, it really does everything I wanted. With the base game and 7 expansions, there is a HUGE amount of content as well as rules to combine everything into a full campaign with character progression.
The scenarios are much more varied and interesting than other dungeon crawls. One mission you could be trying to stop a long dead pharaoh from coming back and spreading his evil in the world while the next mission might see you trying to stop Russian commandos from stealing Captain Nemo's submarine, The Nautilus. Each scenario has a 1930s pulp fiction feel to it and, despite the occasional typo, are very well written and thought out.
The scenarios have an introduction which sets the scene, a setup guide that tells you what tiles, creatures and items are specific to the story and need to be set aside and the win/lose conditions. There then follows a series of numbered sections which serve as chapters in the story. These are triggered by various events, normally by discovering room tiles with specific icons on them or by the comet track (which is the game's timer) hitting a certain point. This is a great feature and is easy to follow. I much prefer this to the way the quests are laid out in Descent 2e.
The scenarios are long and so far have taken nearly twice the specified amount of time as listed. That said, you are so immersed in the story and exploring the tomb, the game never feels like it is dragging or outstaying it's welcome. You just need to budget for 3-4 hours of play time per story although this does come down once you are familiar with the rules.
Yes, there are a lot of tokens and stats to keep track of, but I wouldn't say it detracts from the game or the feeling of immersion, especially after the first game or two and the fact that each player takes one action at a time going round the table until all actions have been taken means that there is less downtime than other games.
The AI is very well done with creatures moving and attacking the player with the most soul tokens (gained by killing creatures) so the most dangerous character will be the main focus of the enemy and you can plan your turn to have the right people positioned where they will be best protected/best used.
This is by far the best and most immersive dungeon crawl I've played and really has knocked Descent off as My go-to game of this genre.
Find out more about Secrets of the Lost Tomb and more at Everything Epic Games
Purple Phoenix Games (2266 KP) rated Onitama in Tabletop Games
Jun 12, 2019
Who knew that a game, whose loose translation in English is “Ogre Ball” or “Demon Spirit, ” could pack such a 2-player punch, have a checkersesque simplicity, but also the depth in strategy that can be found only in its inspired creation. PPG encourages you to try, what we find to be anyway, the most inspiring Chess spin-off since Chess itself. If you are like us, you are super busy with everyday life and just can’t seem to find the chance to learn how to play the age old classic quintessential board game. Well, get your pawns ready because Onitama will suck you in, and 3 games later, you’ll still have another half hour free to play!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
While at first glance, Onitama seems to be another little guy trying its darndest to bring down the classic giant. However, this is where the genius of this game really kicks in. It doesn’t try to take down the giant, but yet streamlines it in a way you would never expect. Onitama brilliantly finds a way to keep the grandeur and thick strategy you would expect from Chess, but eliminates the amount of time needed to craft your next move. Okay, so how is this possible you ask!? Well, in Onitama, you are provided 2 cards on each turn that include a set of possible paths that ANY pawn on the board can take. Seems limiting at first right? That’s the beauty. It’s not. You will be planning your moves quite quickly as the card you just used will trade hands around the table once played. So while a certain card may be your absolute best move in that moment, it may also be the key to your opponent winning the game if you pass it to them. Enter strategic bliss! While you don’t have to remember which way the Knight moves again, you do need to think on your feet potentially 2-3 turns ahead so that you don’t play into your opponent’s plans to victory!
A few other glowing graces this board game includes is its low price point, high quality cards, components (playmat included!), and visually beautiful artwork inside and out. While not imperative to the gameplay of Onitama, you will love the clever naming of the potential move cards. The shape of the move on the card plays a certain role in its naming. E.X. a longer squiggle type move on a card might have the name of “Snake.” Or, a card with the name “Dragon” let’s you leap across the board numerous spaces at a time as if in flight to exert your winged dominance.
We here at Purple Phoenix Games really love Onitama; it’s one of our highest rated 2-player board games! While it can act as a quick filler game between other heavier board games, it can also be played numerous times one after another without the loss of fun or strategic opportunities. I personally cannot think of a time I have ever sat down and played Onitama just once. This game keeps you coming back for more. We hope you will consider picking up a copy soon! As I write this, there are already a few expansions out there or in the works. Check back soon for some exciting updates to this already great board game! Purple Phoenix Games gives this one a calculated 19 / 24.
https://purplephoenixgames.wordpress.com/2019/04/12/onitama-review/
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
While at first glance, Onitama seems to be another little guy trying its darndest to bring down the classic giant. However, this is where the genius of this game really kicks in. It doesn’t try to take down the giant, but yet streamlines it in a way you would never expect. Onitama brilliantly finds a way to keep the grandeur and thick strategy you would expect from Chess, but eliminates the amount of time needed to craft your next move. Okay, so how is this possible you ask!? Well, in Onitama, you are provided 2 cards on each turn that include a set of possible paths that ANY pawn on the board can take. Seems limiting at first right? That’s the beauty. It’s not. You will be planning your moves quite quickly as the card you just used will trade hands around the table once played. So while a certain card may be your absolute best move in that moment, it may also be the key to your opponent winning the game if you pass it to them. Enter strategic bliss! While you don’t have to remember which way the Knight moves again, you do need to think on your feet potentially 2-3 turns ahead so that you don’t play into your opponent’s plans to victory!
A few other glowing graces this board game includes is its low price point, high quality cards, components (playmat included!), and visually beautiful artwork inside and out. While not imperative to the gameplay of Onitama, you will love the clever naming of the potential move cards. The shape of the move on the card plays a certain role in its naming. E.X. a longer squiggle type move on a card might have the name of “Snake.” Or, a card with the name “Dragon” let’s you leap across the board numerous spaces at a time as if in flight to exert your winged dominance.
We here at Purple Phoenix Games really love Onitama; it’s one of our highest rated 2-player board games! While it can act as a quick filler game between other heavier board games, it can also be played numerous times one after another without the loss of fun or strategic opportunities. I personally cannot think of a time I have ever sat down and played Onitama just once. This game keeps you coming back for more. We hope you will consider picking up a copy soon! As I write this, there are already a few expansions out there or in the works. Check back soon for some exciting updates to this already great board game! Purple Phoenix Games gives this one a calculated 19 / 24.
https://purplephoenixgames.wordpress.com/2019/04/12/onitama-review/
Purple Phoenix Games (2266 KP) rated Tiny Epic Defenders in Tabletop Games
Jun 12, 2019
The Tiny Epic series. Where do we begin? They’re tiny and they’re epic – need I say more? Oh, I do have to say more? Ok then, here I go. Tiny Epic Defenders was the first of these games that I ever played, so I think it’s appropriate that it is the first one we review!
DISCLAIMER!! This review is for vanilla Tiny Epic Defenders, first edition. We have since added the second edition and The Dark War expansions, so we will revisit this game again including those additions for a nice contrast. -T
A kingdom at peace, finally, after years of war. All is calm across the lands, but the quiet never lasts. Reports start to come in of monsters spotted in the surrounding regions. If they manage to take over the Capital City, all will be lost. But there is still hope! A group of mighty warriors bands together to defend their kingdom at all costs! Only by working together can this group (the only line of defense between peace and destruction) defeat the monsters and save the realm!
In Tiny Epic Defenders, you play as one of the heroes trying to defend the kingdom. You and your comrades must travel between the outer regions of the kingdom and fend off the advancing monsters! Communication and cooperation are key – one small misstep could be the difference between victory and defeat. All of the heroes have unique special abilities, and all of the regions of the kingdom offer either a bonus or penalty for the heroes defending them. On your turn, you get 3 actions to either move, defend, or use a special ability. Once per round, there will be a group turn, where you must collectively decide how to best use the 3 actions between all players. New monsters surface every round, and eventually the Epic Foe will begin its final assault on the realm! If you manage to slay the Epic Foe before the Capital City falls, you win! But if you are overrun with monsters, unfortunately it’s game over for your kingdom.
The thing about Tiny Epic Defenders is that it starts off seemingly super easy, but then suddenly everything is on fire and you lose. I think that disparity comes from the turn order. The turn deck is shuffled anew every round, so the hero turns are not always evenly spaced throughout the deck. Sometimes all of the hero turns occur early in the round, which allow monsters who emerge later to attack undefended regions (players can move only on their turn), and overwhelm the heroes. The same happens if all the hero turns occur too late in the round – the monsters have already done their worst and the heroes must scramble to rectify the situation. And on top of that, a more menacing monster is added to the deck every round as well, so that just creates more of an imbalance between player turns and monster turns.
Even though the game can get a little overwhelming, I do really like the cooperative aspect of it! Everyone is working towards the same goal and all communication is open and free. Need advice for what to do on your turn? Just ask! Have an idea about how to deal with a certain monster? Tell the group! No single player bears all of the pressure because it really is a group effort!
Someday soon we will get the Second Edition to the table. And get that expansion added in too. But for the time being, our thoughts based solely on the original base game, Purple Phoenix Games give Tiny Epic Defenders a 16 / 24.
https://purplephoenixgames.wordpress.com/2018/12/05/tiny-epic-defenders-review/
DISCLAIMER!! This review is for vanilla Tiny Epic Defenders, first edition. We have since added the second edition and The Dark War expansions, so we will revisit this game again including those additions for a nice contrast. -T
A kingdom at peace, finally, after years of war. All is calm across the lands, but the quiet never lasts. Reports start to come in of monsters spotted in the surrounding regions. If they manage to take over the Capital City, all will be lost. But there is still hope! A group of mighty warriors bands together to defend their kingdom at all costs! Only by working together can this group (the only line of defense between peace and destruction) defeat the monsters and save the realm!
In Tiny Epic Defenders, you play as one of the heroes trying to defend the kingdom. You and your comrades must travel between the outer regions of the kingdom and fend off the advancing monsters! Communication and cooperation are key – one small misstep could be the difference between victory and defeat. All of the heroes have unique special abilities, and all of the regions of the kingdom offer either a bonus or penalty for the heroes defending them. On your turn, you get 3 actions to either move, defend, or use a special ability. Once per round, there will be a group turn, where you must collectively decide how to best use the 3 actions between all players. New monsters surface every round, and eventually the Epic Foe will begin its final assault on the realm! If you manage to slay the Epic Foe before the Capital City falls, you win! But if you are overrun with monsters, unfortunately it’s game over for your kingdom.
The thing about Tiny Epic Defenders is that it starts off seemingly super easy, but then suddenly everything is on fire and you lose. I think that disparity comes from the turn order. The turn deck is shuffled anew every round, so the hero turns are not always evenly spaced throughout the deck. Sometimes all of the hero turns occur early in the round, which allow monsters who emerge later to attack undefended regions (players can move only on their turn), and overwhelm the heroes. The same happens if all the hero turns occur too late in the round – the monsters have already done their worst and the heroes must scramble to rectify the situation. And on top of that, a more menacing monster is added to the deck every round as well, so that just creates more of an imbalance between player turns and monster turns.
Even though the game can get a little overwhelming, I do really like the cooperative aspect of it! Everyone is working towards the same goal and all communication is open and free. Need advice for what to do on your turn? Just ask! Have an idea about how to deal with a certain monster? Tell the group! No single player bears all of the pressure because it really is a group effort!
Someday soon we will get the Second Edition to the table. And get that expansion added in too. But for the time being, our thoughts based solely on the original base game, Purple Phoenix Games give Tiny Epic Defenders a 16 / 24.
https://purplephoenixgames.wordpress.com/2018/12/05/tiny-epic-defenders-review/
Masha and the Bear see & play
Entertainment and Games
App
In one app you get the Masha and the Bear series, as well as its two popular spin-offs, “Masha’s...
Purple Phoenix Games (2266 KP) rated Block Ness in Tabletop Games
May 10, 2021
The Loch Ness monster has been a thorn in the side of believers for so long now. We recently published a preview for a Sasquatch game, and a game featuring a werewolf. Today it’s Nessie’s turn. But this game isn’t necessarily about Nessie, but of giant water serpents vying for control over the too-small lake in which they find themselves. How did they get there? What do they eat? Will they truly come to get me if I don’t brush my teeth? I don’t know the answer to some of those questions, but here’s another: is a game about these creatures good?
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Purple Phoenix Games (2266 KP) rated Marvel United in Tabletop Games
Sep 1, 2021
This has probably been mentioned before, but I love Marvel superheroes. My favorite has got to be Spider-Man, hands down. Feel free to send me an email if you’d like to hear my thoughts on who is the best Spider-Man – Tobey Maguire, Andrew Garfield, or Tom Holland. I’m getting off topic here… Anyway – when I saw the massive Kickstarter campaign for Marvel United, I knew it was going to be big. Admittedly, I didn’t join in on the campaign (teacher salaries, amiright?), but I did snag a copy of the base game post-campaign. Does the game live up to my expectations? Or does it fall flat, like a DC movie? (OOOOOOH BURN)
Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L
Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!
Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.
Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.
In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.
Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.
As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L
Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!
Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.
Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.
In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.
Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.
As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
Purple Phoenix Games (2266 KP) rated Witness in Tabletop Games
Jun 12, 2019
A classic ‘game’ from my childhood (seriously, we played it all the time) was Telephone. You know the one – someone whispers something to their neighbor, that person whispers it to their neighbor, and so on until it’s made its way around the group. Hilarity ensues when the final person reveals what they heard – usually a far cry from the original message! So when Travis pulled out Witness, a modern twist on Telephone, I knew that all my years of training would finally amount to something!
Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!
I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.
The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’
Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.
https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/
Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!
I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.
The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’
Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.
https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/





