Search

Search only in certain items:

Tutankhamun
Tutankhamun
2021 | Abstract Strategy, Ancient
Tutankhamun (per dictionary.com, the pronunciation is as such: [ toot-ahng-kah-muhn ]) is regularly shortened and often referred to as “King Tut.” My real question is that if the first syllable is “toot,” why do we not call him King Toot? I have a 5 year old boy and a 2 year old girl at the time of this writing, so I can tell you EXACTLY why we don’t call him King Toot, but that’s for another discussion. Never having played the original version, will I enjoy this new version of the game by world-renowned designer Dr. Reiner Knizia?

In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.

Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.

God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.

Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.


Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!

What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.

Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!

At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
  
The Imposter Kings
The Imposter Kings
2021 | Card Game, Deduction, Medieval, Science Fiction
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading to find out!

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. -L

The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!

On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!


That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.


Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
  
Tsuro
Tsuro
2004 | Abstract Strategy, Fantasy
Quick to play (3 more)
Simple to learn
Interesting concept
Charming
Very little scope for strategy (1 more)
Not much replay value
A Path Into Gaming
Tsuro is a game with a very simple concept: be the last player on the board. You do this by laying tiles which link to create winding paths around the board, which inevitably end up running off the board altogether. But be careful - colliding with another player results in a double elimination.

Because it boasts such trivial mechanics, it is very easy to pick up and play a few rounds quickly (some games can last under 10 minutes including setup), as well as being one that young children could enjoy. The player meeples have a good quality feel, and it can be satisfying watching the winding paths in the game board grow.

However, it very quickly becomes obvious just how simple this game is - winning is often less about trying to run your opponents off the board as it is trying to keep yourself in play for as long as possible, until you inevitably take yourself out of the game.

Tsuro, then, is an inviting game for introducing regular folk to the mad world of tabletop gaming, and is a solid option for beginning a proper games night with its simplicity and charm. I used it recently myself as a sweetner to help ease a new player into game night, and it worked a treat. It probably won't make regular appearances however.

I like it. Worth a look.
  
    Pixel Cup Soccer

    Pixel Cup Soccer

    Games and Sports

    (0 Ratings) Rate It

    App

    ******************************************************** PIXEL CUP SOCCER 16 is now available on the...

40x40

Purple Phoenix Games (2266 KP) rated Hues and Cues in Tabletop Games

Jul 7, 2020 (Updated Jul 7, 2020)  
Hues and Cues
Hues and Cues
2020 | Party Game
When chatting with the team at Purple Phoenix Games about Hues and Cues, what ended up happening was listing our favorite Hughs in order (obviously Hugh Jackman being the best Hugh). However, Hues and Cues has nothing to do with any of those Hughs, but rather color hues, or shades. Did this one make us blue like Eeyore? Are the other PPG team members green with envy that I possess this game now? Or has this one sparked a joyous shout to the orange-colored sky?

Hues and Cues is a party game of describing colors using one- and two-word cues (a la the hit game show Password from back in the day). As each player is attempting to guess the correct color, and populate the areas immediately adjacent to it, chances for big-time points are plentiful, but I’ll tell you what – coming up with cues proves to be a bit more challenging than one might assume.

DISCLAIMER: We were provided a retail copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T


To setup a game of Hues and Cues, shuffle the large deck of cue cards to be drawn from, lay out the giant board, set aside the scoring frame for now, and give each player the three cones of their selected color. Place one of these cones on the board to be used as a scoring token, and the game is ready to be played!
A game of Hues and Cues will be played over several rounds where each player will act as the cue giver for at least one round, depending on number of players (unless you play with my wife, in which case games can last many many more rounds than suggested). The cue giver will draw a card from the deck, choose a color hue from it, and think of a one-word cue to offer the group. Once the cue is given, in clockwise fashion, each other player will place one of their cones on a color box on the main board. Once complete, the cue giver will then offer a two-word cue to the group, if they so choose… Again the players will place their other cone in a box (either near their original choice or somewhere completely different). When all players have placed their second cone, the cue giver will place upon the board the scoring frame with the chosen hue’s coordinates directly in the center of the frame.

If a player has placed a cone directly on the correct coordinate box, they score 3 points. If a cone resides within the scoring frame (the other 8 boxes surrounding the correct box), they receive 2 points. For every cone just outside the scoring frame surrounding it, the player will receive 1 point. For each cone within the scoring frame the cue giver will score 1 point.


The game ends after each player has had one or two turns to be cue giver, depending on player count and house rules for game end rounds. The player with the most points will be deemed the winner and will have quality bragging rights for the night.
Components. Guys and gals, these components are great. The board is HUGE, but also necessary because there are tons of color hues printed on it. The cards are nice, and the game comes with a giant stack of them. The cones are colored cones. There’s orange and purple and some others colors I think too (I really only care about orange and purple usually). The scoring frame takes a bit to get used to, but is necessary to visualize which cones receive the correct amount of points. The Op comes through again with some choice components here.

So again, I personally know the designer and want to offer that disclaimer. That said, whether I know him or not, this is another great game. I reviewed Gekitai some months ago and was enamored with it as a wonderful abstract, and Hues and Cues gets me again. I love the components, the game play is simple and fast, and I haven’t really played a game too similar. I guess the closest games I can compare it to would be Concept and Codenames. You have to be very exact when giving cues to others (Concept) using one-word and two-word cues (Codenames). It seems super easy to be able to describe a color, but when you look at your chosen hue and can’t even think of a one-word cue and you’re just sitting there while the other players are anxiously awaiting your utterance, you can feel the confidence sweating out of your body.

For one example of actual gameplay, a cue was given, “Western.” My wife and I, alums of Western Illinois University, immediately started finding the correct purple hue because WIU’s colors are purple and gold. However, another player started searching the browns because they thought the cue was guiding the players to Western movies or the Wild West. So there may be conflicts, or different ideas and interpretations of the cues given that can make the whole group giggle incessantly, or times where the game is near the end and you know you need at least 3 points to be in the running and you reallllllly want to hit on the exact hue. So this one can make you feel like you are Bob Ross colormaster, or like you can’t even remember what red even is anymore.

That said, this is NOT a game for our colorblind friends, as it revolved heavily on being able to distinguish color differences, but for everyone else this is a hit. I love that I have to think of things and items and concepts in terms of color to describe instead of any other values, and that is very challenging for me. I love being able to look at the board and have 20 options when the cue given is, “Penny.” I love laughing at some of the amusing cues given or trying to figure out what the hey someone even means with their cues. It’s a wonderful stressful game (for me and the way my mind works) but it has gone over smashingly with everyone to whom I have introduced it. If you are looking for a uniquely-themed party (!) game that isn’t an Apples to Apples or Mafia clone, then you certainly owe it to yourself to check out Hues and Cues. Purple Phoenix Games gives this one a rainbowy 11 / 12. Hugh Jackman would certainly approve, and would probably like to come to your house to play your copy.
  
Qwixx
Qwixx
2012 | Dice Game
Roll-and-write games have made quite a resurgence lately, and I love it! When I was a younger man I used to enjoy Yahtzee and, though not a roll-and-write but kinda similar, Phase 10. But since my own transcendence into mature adulthood and gamerhood, simpler games just don’t cut it for me anymore. I really don’t consider myself an “elitist gamer,” but I just don’t draw enjoyment from some of the more pioneer games. So how did I get on with Qwixx? Let’s see.

The object of Qwixx is to be the player who earns the most amount of points at the end of the game. Simple. The game can end at any time in the future, so it is a furious scramble for points on each player’s turn.

To setup, hand each player a score sheet and a writing utensil (not included). Roll off to determine starting player. You are now ready to play Qwixx.

On the active player’s turn, they will roll all available dice. The player will add up the numbers rolled on the two white dice and announce to the table the sum. Using this summed number, all players (including the other non-active players) may cross off this result in any row upon their score sheet. Then the active player may add the result of ONE of the white dice to any of the other-colored dice results to use for their own score sheet. So the active player has the opportunity to cross off two numbers on their score sheet on their turn.

You see, to earn endgame points players are attempting to cross off as many numbers on their score sheets as possible. The caveat follows, however, that once a number has been crossed off within a row a player may NOT cross off any lower numbers than the highest number crossed off. Example: if I were to first cross off a 4 in the red row, I may never cross off 1, 2, or 3 of red in the future. Those options are now lost to me.

Caveat ludio! Players beware! At any time a player can “lock” a color row and remove that color die from the game. This can be done by crossing off the 12 box on the sheet. The prerequisite for this action is to have five boxes crossed off in that row. Also, should a player be unable to cross off a number on their turn, they must cross off one of the penalty boxes on their sheet for a loss of 5 points at endgame. The game ends when a player has crossed off all of their penalty boxes or players have locked the second colored row.

Components. This game is a few dice and a pad of score sheets. The dice are of normal d6 quality. The score sheets are fine, but if you really love this game, you might think about laminating some and keeping some small dry/erase markers in the box. The magnetic flip box is the coolest component of this game and you don’t really use it for anything other than storage!

So here are my thoughts on Qwixx. It is not the most exciting game. It is also not a bad game at all. It is a solid filler that can be played while carrying on a conversation (if you feel you can actually chat and math simultaneously). I don’t think I will suggest it be played too often, but if I am jonesin’ for a quick roll-and-write with a couple other people, or if I have a large game day scheduled, I will throw it in one of my bags. I am not alone on this assessment as you can see from our scores, and for these reasons Purple Phoenix Games gives Qwixx a midline 16 / 24. I think you can easily find this at Target or the like for a reasonable price, if this sounds interesting to you.
  
Voltage
Voltage
2006 | Card Game
One thing that I truly love about the board gaming hobby is the ability to discover new games at nearly every turn. Just when I think I’ve seen it all, I come across a post on BGG or a social media game group that blows my mind. Either with unique gameplay, or sweet components, I’m always in awe at how many games are new to me every day. Enter Voltage. I came across this game at The Table when I visited Travis in Tennessee this summer. This game has apparently been around since 2006, but I never came across it until 2021. The box was unassuming on the shelf, but the gameplay seemed interesting. Added bonus: it’s a 2-player game that doesn’t take forever to play, which was perfect for a quick game night out. So I guess I am very late to the Voltage party, but as you can tell from my rating above, I think it’s a pretty stellar game. Keep reading to find out why!

Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.

Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.

On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.


The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.


To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.

After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.
  
Rescuing Robin Hood
Rescuing Robin Hood
2021 | Medieval
I have a secret to tell you all. I love the Robin Hood IP, even though my only real knowledge of it comes from the “Robin Hood: Men in Tights” and “Robin Hood: Prince of Thieves” movies. I have never read the story, nor have I ever watched the Errol Flynn movie. So why do I love Robin Hood so much? I really can’t tell you for sure, it just seems like such a fun theme with lots of characters and an interesting central plot. So how does this quasi-deck-builder fare? Faire? I think fare. Let’s find out.

Rescuing Robin Hood is a cooperative card drafting and deck building game with multiple value usage on each card and, at least in my very first play, the humbling experience of having over 20 guards protecting the Sheriff of Nottingham. Players will win once Robin Hood is rescued, but may achieve an ultimate victory by defeating the Sheriff and his guard detail.

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 launching November 10, 2020, or through any retailers stocking it after fulfillment. -T


To setup, follow the setup suggestion in the rulebook. The game should roughly look how it is below in the photo. Roughly. The components include cards for Nottingham Castle, the Sheriff, his guards, Robin Hood, his band of Merry Men, other recruitable villagers, and a Tracker Card. Along with all the cards, inside the box are tracker cubes and ability chips. Once the game is setup, determine the starting player and the game may begin!
A game of Rescuing Robin Hood lasts five rounds (or “days” to rescue the hero from being executed). Each round has players dealing four cards from their draw decks and using these four villagers in conjunction with their chosen Merry Men character card to create values on the Tracker Card for Wit, Stealth, Brawn, and Jolliness. Some villagers or characters will also provide the player with ability chips to be used during the turn. These include Prayer (which can move guards from one group to another, or eliminate a guard entirely – the power of prayer is REAL), Cookery (which can be used to increase the values of Wit, Stealth, or Brawn by +2 for each chip), and Scouting (which allows a player to reveal a face-down guard card in any group).

Once the active player has adjusted all their values they wish, they may now begin attacking guards. Per the setup card for each round a group of guards are holding villagers captive and they must be defeated in order to free the villagers to be recruited to players’ decks. In order to defeat a guard or entire groups of guards, players will be attacking twice using their Wit, Stealth, and/or Brawn values.

To attack with Wit, the active player will determine which group of guards they will attack and target the face-up guard at the end of the group. If defeated, the player will reduce their total Wit by the value of Wit they expended to defeat the first guard. Should they wish to continue attacking guards with Wit, they must state this before flipping the next guard face-up. This adds the push-your-luck element to the game. Should the player wish to stop, the guards are defeated. Should the player bust, the entire collection of guards previously outwitted are added back to the group face-up to be defeated by another player or by the same player using a different attack method.

If the active player wishes to use Stealth to attack guards, they must choose a group of guards and pick them off one by one. Using their total Stealth value and decreasing it with each successful attack, the player will choose one or more (face-up or face-down) guards to attack. Again, should they succeed the guards will be defeated and removed from play. Should the player bust by attempting to pick off too many guards, then all guards are added back to the group face-up.

Using Brawn to attack guards requires the active player to choose a group of guards and attack the ENTIRE group using their Brawn value. Should the player succeed in defeating all guards in the group (no matter the size of the group) then all guards are removed from play. If the player fails, as always, the guards are returned to the group to taunt the next player.

Active players will be able to attack guards twice on a turn but must use two different attack methods. Should the player end their turn with remaining Brawn or Jolliness values, those values will be passed along to the next player in turn order to be used. Additionally, should the next player end their turn with Brawn or Jolliness, they will be passed to the next player and so on.


At the end of each round villagers that were freed of guards during the round will be drafted to players’ decks. At the end of round 2 and 4 players’ decks will be thinned by choosing which villagers stay and which will aid the players in the final round. The final round of Rescuing Robin Hood pits the players against the walls of Nottingham Castle, a Courtyard full of guards, and even Sheriff Nottingham and his personal guards. Again, should the players defeat the Castle walls and Courtyard, they free Robin Hood and win the game. If the players are feeling particularly confident they may also challenge the Sheriff for ultimate victory.
Components. Again, this is a prototype copy of the game using prototype components. That said, the components we received are truly excellent. Firstly, the art style throughout the game is crisp and colorful and a lot of fun. Some of the names of the villagers are downright silly and punny and I absolutely love that. The cards are all wonderful, and the cubes are normal game cubes (not Nintendo-related), and hopefully they will be upgraded via a successful Kickstarter campaign. All in all the components are great and the art is quite enjoyable.

So do I like Rescuing Robin Hood? Oh yes, quite a bit! This game exercises my brain so much without having to labor for minutes on end creating strategies and alternate strategies. I enjoy being able to just barrel into a group of guards and take out the entire swath of them using my extreme Brawniness. Need to pump up before a fight? Well obviously I’ll use up my Jolliness to boost my confidence or narrow my concentration. I purposely omitted several rules so as not to bog down my review any further, but there are so many interesting little flecks of mechanics working together to create a cohesive gaming experience and it is simply delicious.

While Rescuing Robin Hood is not incredibly heavy, there are tons of choices to be made and risks to be taken to achieve ultimate victory. I enjoy being able to tailor my deck with powerful villagers, or specialize in two attack values to unload on guards. Having players that use interesting mixes of Merry Men characters also increases the enjoyment as this game is absolutely cooperative and players may assist each other in many ways. Need some extra Wit for your turn coming up? Here, let me pass along my extra Jolliness to you to use. Want some Cookery too? Go ahead, I’ve got plenty to share. Oh, such great feelings at the table being able to share resources like this.

So I urge you, dear reader, to check out the Kickstarter campaign for Rescuing Robin Hood. If you enjoy lighter (but not tooooo light) cooperative, card drafting, deck building games with a great theme, you need to pick up a copy of Rescuing Robin Hood. I didn’t see Blinkin or Ahchoo in the game, but that’s not to say Castillo Games doesn’t have these hiding in stretch goals (I really don’t know if they are in the plans, but they SHOULD be).