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Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.

Purple Phoenix Games (2266 KP) rated Tiny Epic Kingdoms in Tabletop Games
Jul 30, 2019
In Tiny Epic Kingdoms, you are the ruler of (you guessed it) a tiny kingdom. You, however, are not content with simply maintaining your realm – you have plans to expand your borders and make your kingdom not-so-tiny! Send your adventurers out to explore new lands, learn new magics, construct towers to assert your dominance, and fight off others who would stand in your way! Do you have the strategy necessary to outwit your competitors and grow your kingdom? Play to find out!
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
Tiny Epic Kingdoms is a game of worker placement, area control, and action point allowance. Players take turns gathering resources, buildings towers, researching magic, or exploring (and potentially waging war) in new lands. As the active player, on your turn you will select and perform one of the six available actions from the Action Card: Patrol, Quest, Build, Research, Expand, or Trade. Following your action, and still on your turn, the remaining players will either decide to perform the same action you chose, or collect resources. Once everyone has had the chance to act, your turn is over. The next player now becomes the active player and the process repeats with one big change – the action you chose on your turn is no longer available for selection. Each subsequent active player will always have 1 fewer action choice on their turn. This process repeats until there are no more actions available. When this happens, the Action Card is cleared and all actions are available once more for selection. Strategy is key – which action can you choose on your turn to best benefit you while also inhibiting your competitors? The game ends at the end of the turn in which one of these three things has happened: a player has all of their meeples in play, a player has built the 6th level on the tower card, or a player has reached the 5th level of magic on their faction card. End-game points are scored based on meeples in play, magic level, tower level, and control of Capital Cities. The player with the highest score wins!
For such a small game, there’s definitely a fair amount of strategy involved in Tiny Epic Kingdoms. You’ve got to decide on the best approach for you, and it must be adaptable to any given situation. Do you play it safe, quietly collecting resources, trying to achieve your end-game goals the fastest? Or do you venture out to confront your opponents, trying to usurp their territory and resources and take them out as your competition? Or maybe you try to stay civil, but an opponent is threatening your progress and now you’ve got to fight back? There are lots of strategic options, and every game feels like a new challenge.
One thing I enjoy about Tiny Epic Kingdoms is that you get to act on every single turn, even if you aren’t the active player. You don’t have to sit there and watch your friends play – you have the chance to benefit during every single turn, even if it’s merely collecting resources. The opportunity to act on every turn also adds a little bit of ‘take that’ to this game. I might choose an action on my turn as the active player that I know one of my competitors cannot perform – thus forcing them to collect resources and waste the opportunity to perform that specific action for an entire round. And since that action cannot be picked again until all available actions have already been chosen, I’ve successfully blocked their progress in a certain area of play. Your strategy has to extend beyond just your turn as the active player – you must consider all options for your opponents as well.
The thing I don’t necessarily like about Tiny Epic Kingdoms is that the gameplay can be a little stale. Unless you’re playing with people who actively try to engage with you, it is extremely easy to just stay in your own realm and not even interact with anyone at all. There’s no forced interaction in this game, and although it is admittedly nice sometimes, mostly it just feels like we’re all playing the same game alone. It’s like we all just take turns performing/following actions until someone has triggered the end-game.
Overall, I like Tiny Epic Kingdoms. It’s not my favorite Tiny Epic game, but it’s a good one. There’s a decent amount of strategy involved, but at times it can feel more like a ‘take that’ type game to me. The lack of forced player interaction can lead to dull gameplay and a lackluster experience. It’s not a bad game. It’s just not the most epic Tiny Epic game out there, in my opinion. That’s why Purple Phoenix Games gives it a regal 14 / 18.

Purple Phoenix Games (2266 KP) rated Cult of the Deep in Tabletop Games
Feb 24, 2021
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
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 involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.

Purple Phoenix Games (2266 KP) rated Throw Octopus in Tabletop Games
Dec 18, 2021
In Throw Octopus, players are underwater city planners. Of sorts. Depending on the mode of play, players will attempt to rid themselves of their hand of seascape tiles, which depict wonky underwater creatures. The first player to shed their entire hand of tiles will be the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, chuck the tiles into a giant face-down pile and swirl them around to shuffle. Or try to riffle-shuffle, like, a thousand little cardboard tiles. Good luck. From the pile each player will choose eight tiles for their starting hand. Eight tiles, eight octopus tentacles. Coincidence? Also shuffle the Octopus Cards and place in a draw pile nearby. Flip over one of the tiles from the pile to serve as the starting tile. Youngest player goes first, and the game is ready to play!
On a turn, players will try to play one of their tiles to the ever-growing seascape being built on the table. Only by adding a tile from their hand to an appropriate place within the seascape can hands dwindle. At times a player will play a tile to the seascape depicting an octopus icon. After placing this tile, the active player will draw a card from the deck and either perform its action immediately or save it to be used at a later time (the card will instruct the players which to do). These cards could have players drawing more tiles, forcing other players to draw tiles, giving the active player the ability to manipulate tiles already placed in the seascape, or THROWING THE ADORABLE PLUSH OCTOPUS that comes with the game at an opponent. When the octopus is thrown at a player, they must immediately draw two tiles and skip their next turn. Should a player not have any other play, they must draw a tile from the pile and pass play to the next player.
As players are gaining and playing tiles to the board, the seascape is constantly changing, thus reflecting the real-life constantly-changing seascapes across the world. I may be reading too much into it. In any case, once a player places their final tile, they win and may challenge the players to a rematch immediately.
Recently added two-player rules allow for Speed Octopus play. In this mode, players are attempting to add to their own seascapes, and when they cannot play a card, they must discard a tile from their hand to their box top/bottom and draw a new tile from the shared pile. Once the game ends by players unable to play legally, points are scored for completed creatures in their personal board and negative points are earned for each tile in their box top/bottom. In this mode the cards and plushie are not used, but we house-ruled the usage of a Throw Octopus each time a creature was completed, just to further humiliate the other player.
Components. Again, this is a prototype copy of the game, but what we received was a box full of tiles, cards, and just the cutest little octoplushie we have ever seen. I really hope that all copies of the game come with this style of octopus, as my daughter immediately confiscated it the first few nights to sleep with her, no joke. I can only imagine the upgrades this will receive as a result of a successful Kickstarter campaign.
This is a silly, and sometimes frantic, tile laying game with take that and dexterity elements. Throwing the octopus and seeing the finished seascape at the end of the game are so satisfying. The art is great, and the concept is unique. I just know we will be playing this game for years to come. Again, if you happen to have littles in your your life or uptight friends, this is the game for you.

Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games
Jul 6, 2019 (Updated Nov 4, 2021)
Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!
To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.
Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.
Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.
Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!
Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.
Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!

Nickg24 (492 KP) rated Escape Room (2019) in Movies
May 19, 2019
The games they are made to play to survive are fairly simple and not taxing on their brain.The characters are fairly one dimensional but I guess most are in these kind of films.
Expect to see a sequel sometime soon.