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Fred (860 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Dec 4, 2018  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Beautiful humongous world (5 more)
Tons to do. Hours & hours of stuff.
Great acting and characters
Lots of Easter eggs
Wonderful music
Great story
That feckin robin (2 more)
Big world means lots of riding
New Austin is kind of dead
Rockstar let my mama's baby grow up to be a cowboy
Yes, I'm a little late to this party, but I wanted to play until I completed the game & today, I finally did. I've also played a few hours of the online beta, but I'll get to that later.

Let's start with what this game is about. It's an open world game, set in the old west. It's set before the events of Red Dead Redemption. In that game, you played as John Marston. In that game, John was a man trying to change his life. He was a criminal, a thief, a murderer, but he's gone straight In this game, you play as Arthur Morgan. A criminal in the same gang with John. He is a bad guy, no doubt. But throughout the game, he has many opportunities to do good. Of course, you can play him that way, or you can play him as a heartless bastard. This will effect some of the story, the dialogue & the ending of the game. I played the game as if Arthur was a good guy inside & the ending I got was very satisfying, very emotional.

For most of the story, you're on the run with your gang, setting up different camps throughout the map, evading rival gangs & the law. This is a great way to get to know the world, however, you're free to explore most of the map freely. It is enormous & gorgeous. Some of the best scenery I've seen in a game. Sometimes you will really feel you're living in a real world. And that's the greatest thing about this game. The immersion. You really feel like you're living the life of your character. And Rockstar did that by making you take care of your character. You shave, bathe, eat & take care of your horse. Yes, you name your horse, feed it, brush it, pet it. You get very attached to it, as it is your main way of getting around. If your horse dies, it's gone. And believe me, it hurts to lose your horse.

Rockstar fills the game with so many missions, side activities, random encounters & hidden Easter eggs that it will take you weeks to do them all. I've been playing since day one, an average of 6 to 7 hours a day, & today, 5 & a half weeks later, I finally got 100% in the game. To be honest, when I first started, I spent lots of time just riding around, finding activities & hidden goodies & enjoying the scenery. Like most of their games, there's a supernatural element to some things as well as supernatural encounters. Steampunk, monsters, etc... a little bit of everything. Some encounters are funny, some terrifying, all of them cool.

I think what makes this game different & better than it's predecessor is the characters themselves. I'm not talking about the main characters alone, I'm talking about the people who litter the world. In RDR, some of the characters were silly, off-the-wall & unnatural. They were cartoonish. In RDR2, the people are real. Some may be weird and a bit crazy, but they never feel fake. They never feel like a character. Because of this, the world lives. They breathe life into it with every interaction. From the
Civil War veterans to the blind beggar, to the racist jackass standing on the corner in Saint Denis handing out pro-white pamphlets. They really make you feel like you're there. Again, immersion.

Some of the things you can do besides the missions are rob people, trains, coaches, banks. Another thing is hunting. Hunting can be a great way to make money. During the game, there are many challenges that you can undertake as well. There's are 9 categories with 10 challenges to each that can be done at your leisure. I left a lot of these to do last. I honestly didn't think I'd be able to do some of them. They just seemed ridiculous. But funny enough, I did about 50 of the last challenges within 2 days. And when I finished, I expected my 100% trophy to pop up. But it didn't. I was at 99%. What the? Looking at my completion list, there was something under the collections section that said unknown collection. Searching the internet, I found that most sites didn't have it listed. But I finally found a site that did. The last collection was the hunting challenge. And this brings us to that feckin robin.

Okay, let me explain. The hunting challenge you are given is to kill 5 different lists of animals. Each animal must be a perfect carcass. Which means, they have to be of perfect quality before you kill them & you must not damage them while killing them. Well, all of these animals are small animals. And most of them are small birds. It was fairly easy to get most of these animals. But there was one that was a huge pain in the ass. Can you guess what it was? Yes, a robin. A small, fast bird that is so rare, there are pages & videos galore on finding one. Most of which as total bollocks. How do I know? I spent over 7 hours trying to find one. Going to all these spots, seeing 3 of them total, shooting one & ruining it's carcass, & missing the other 2 based on their disappearance through the trees. I was really going to give up. So close, but so far. Luckily, using some people's hints & coming up with my own, I finally figured out how to get him. And it then took me 15 minutes. Yes, 15 minutes with 7 hours of wasted time. I am putting this as a negative, because it was really ridiculous to try to hunt this thing. So aggrivating. I understand if they want to make something rare, but it's just not nice. I felt like Rockstar was pulling a joke on it's players.

But anyway, this still doesn't bring down my score of the game. It's one of the greatest games I've ever played. But Rockstar has many perfect 10 games under it's belt in my opinion, including RDR. Is this game better. Yes, I think so. But it's oh so close.

A quick word on RDR online. It's only in beta, so I can't give a true review yet. However, I'm finding it so much fun doing missions with other people. Of course, there are jackasses going around shooting people for no reason. It gives no benefit to do so. Not all of the features are in there yet, but I will be playing when it goes to full online & will giv an update.
  
Da 5 Bloods (2020)
Da 5 Bloods (2020)
2020 | Drama, War
Da 5 Bloods: Spike Lee Asks Us "What's Going On?"
Spike Lee could not have possibly known that current events and major progresses made in the Black Lives Matter movement would more than likely affect the way audiences perceive Da 5 Bloods, but it’s these developments that, for all of the film’s flaws, imbue it with a sense of urgency befitting of Lee’s filmmaking talents and the beliefs that his filmography has been expounding for decades. In the process of expressing such powerful statements, Lee, in turn, provides a long-overdue voice for the African American experience in the Vietnam War, a conflict that has been portrayed in popular film for about as long as it has been over, and yet strangely, has not been properly balanced in its representation of those who made up the largest percentage of those who served in it.

Continuing Lee’s trend of fusing the past and present together to show that things are definitely still yet to change, Da 5 Bloods finds four African American veterans returning to Vietnam to search for the remains of their commanding officer, “Stormin’” Norman (Chadwick Boseman), and the stash of gold that they found and collectively buried, gold that was initially offered to the indigenous Southern Vietnamese by the CIA as payment for their support of US troops, but taken by the “Bloods” as compensation for their needless sacrifices for a country that has never given them the treatment they deserve despite the fact that they played a pivotal role in helping to make it what it is today. The ultimate goal is nothing that hasn’t been depicted before, but the controversy of the Vietnam War and the experience of combat and violence spills over into today; some of the film’s most striking messages are effectively relayed through a handful of very committed performances from the well-casted ensemble, with Delroy Lindo serving as the beating emotional heart of the film. It’s a career-defining showcase for Lindo, who, as the PTSD-stricken Trump supporter Paul, carries the most weight on his shoulders. He wrestles with personal demons and survivor’s guilt for more than half of his life because of the choices he made during his time in the service, time he and the other Bloods couldn’t avoid because, unlike the privileged white men of America, they were not given the same opportunities to dodge the draft. The disenfranchisement and aimlessness that Lindo merely alludes to through his heart-wrenching performance provides the foundation for the complicated relationship Paul shares with his estranged son, David (Jonathan Majors in the film’s other award-worthy performance), who tags along for the ride in an effort to heal old wounds and bury a deeply-lodged hatchet.

The natural chemistry Lindo shares with the other Bloods (Clarke Peters, Norm Lewis, and Isiah Whitlock, Jr.) is palpable in both the past and present, which blend into one as the screen slides from one aspect ratio to another, shifting from flashbacks of one wartorn world to the present day, in which we find ourselves fighting a different, yet altogether similar kind of war. That these changes in aspect ratios never appear as visually perceived cuts is simply another one of the ways in which Spike Lee seamlessly reminds us that then and now are cut from the same cloth, complete with the same heart-wrenching tragedies that give way to the camaraderie that is necessary to ensure that the proper names get written back into history where they belong. How the four vets are visually represented in their recollections of their commander, which are stripped of the psychedelic imagery associated with previous Vietnam War films in order to cut deeper into understanding what the Bloods’ place in Vietnam is supposed to mean (if it means anything at all), further adds to Lee’s ability to find the haunting parallels between the two time periods that comprise the film.

Spike Lee gets at so many unique and timely concepts that seem perfectly applicable to what’s going on in the world, but where he stumbles is how he goes about explicating these ideas. As a storyteller, Lee is at his best when his narratives gradually develop at a reasonably decisive pace until the tension is fully amplified by the story’s climactic boiling point, at which point there’s no turning back. Such was the nature of Do the Right Thing and, more recently, BlacKkKlansman. The same cannot entirely be said for Da 5 Bloods, which struggles to find a consistent pace and tone during its first act, in which it tries to introduce all of the central ideas at once, along with some unnecessary side stories that carry little to no weight in comparison to the central task and are ultimately resolved in schmaltzy, unsatisfying ways. Moreover, while investment in the film can be maintained throughout, too often is this investment reinforced by the unnecessary moments that serve as detriments to the sequences of dramatic consequence and just might take you out of the story, causing you to restart your investment. Every act has at least one of these moments, with the final result unfortunately falling short of the expectations of some of the genres that are molded into the Bloods’ journey through the Vietnamese jungle. The overtly patriotic and quite distracting score from Terence Blanchard (regardless of whether or not its inclusion was intended as irony) does not help the matter, with many of the best scenes occurring either in silence or alongside the soulful tracks of Marvin Gaye’s What’s Going On album.

Even when Spike Lee stumbles in the execution of his argument, what ultimately matters is the argument itself; while the film begins and ends rather heavy-handedly, telling the viewer things they are bound to already know and incorporating footage that doesn’t need to be there for the point to get across, the sacrifices that Lee chooses to detail and their ramifications for the state of our country to today give the film a degree of value at a time like this, and he is the only director who could bring these issues to the forefront in such an entertaining way. It may not be as good or accessible as his best work, but the calls to action that he has long been affiliated with echo through jungles and cities in equal measure.

What did you guys think of Da 5 Bloods? Agree? Disagree?
  
Game of HAM: Adult Set
Game of HAM: Adult Set
2019 | Card Game, Humor, Party Game, Word Game
We recently invested in a really great pork loin and were able to get like three excellent meals out of it (if you want recipes, that’s a different blog). I know pork loin and ham aren’t the same, but I do enjoy them immensely. That’s why when I heard about a Game of HAM I was all set and ready to begin! But what I played wasn’t a game about ham at all, but rather a game of “Hating All Mankind.” What???

Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T


To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.

So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.

At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.


Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!

Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.

If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
  
The Seals of Cthulhu
The Seals of Cthulhu
2020 | Bluff, Card Game, Fantasy, Horror
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?

The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!

On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.


Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?

And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.


Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
  
Black Widow (2021)
Black Widow (2021)
2021 | Action
Florence Pugh (2 more)
The free-fall sequence at the end.
Taskmaster before the mask comes off.
It's way too long. (3 more)
The Taskmaster changes are weak.
It's as if the characters are fighting over who gets to be the comedic relief.
Familiar storyline.
Espionage Exhaustion
Black Widow is a film explaining what Natasha Romanoff (Scarlett Johansson) was up to in-between Captain America: Civil War and Avengers: Infinity War. The film was originally set to be released in May of 2020, but was pushed back and had three different release dates thanks to COVID-19. Unfortunately, most completed films that sit on the shelf and are in limbo for over a year rarely live up to the anticipation. Black Widow is worthwhile for a few key action sequences and notable characters that steal the spotlight, but is otherwise a mostly forgettable superhero film.

Marketed as a superhero film, Black Widow is also a spy thriller. Johansson has stated that films such as Logan, Harrison Ford’s The Fugitive, and Terminator 2: Judgment Day were influences. After Civil War, Thaddeus Ross (William Hurt) is on the hunt for Natasha Romanoff. Women like Natasha who have had similar training in a torturous training facility known as The Red Room are victims to brainwashing by a man named Dreykov (Ray Winstone), but a serum ends up in Natasha’s hands that can break Dreykov’s brainwashing. Natasha begins searching for The Red Room and Dreykov, which also has her crossing paths with other spies that posed as her family members; her “sister” Yelena Belova (Florence Pugh), her “father” Alexai Shostakov (David Harbour), and her “mother” Melina Vostokoff (Rachel Weisz).

The biggest selling point for Black Widow is that it’s a mostly female cast in front of and behind the camera. The film is directed by Cate Shortland and Black Widow is her first big budget feature. It’s also co-written by female screenwriter Jac Schaeffer (uncredited co-screenwriter of Captain Marvel) and Ned Benson (director of The Disappearance of Eleanor Rigby).

Taskmaster is cool in the film until you realize the character has been altered from his comic book origins. This isn’t uncommon in the MCU or even other live-action superhero adaptations, but what the character has become in the film will be received with mixed results. In the comics, Taskmaster’s real identity is Anthony Masters and he’s a mercenary not unlike Deadpool (the two have fought together and against each other). Copying fighting styles and weapon techniques is similar to the film, but it’s all thanks to his incredible memory and photographic reflexes.

The character is altered to fit the story in the Black Widow film. It’s not necessarily a bad thing as it gives a bigger purpose for the character since it suddenly becomes a major part of Natasha’s storyline, but how the character evolves over the course of the film seems to almost relieve Natasha of her past sins rather than continue to serve as a catalyst. Taskmaster is generally involved in some of the best hand-to-hand combat sequences, but seems to be left hanging by the end of the film. We could see the character again, but whether or not the desire is there to see Taskmaster return is debatable.

The free-fall sequence that has been teased in the trailers is Black Widow’s most unique source of action. There’s exploding elements and falling debris, Natasha trying to save someone’s life, and Taskmaster thrown in attempting to mess up whatever she has planned; plus a bunch of goons bringing up the rear that will obviously be taken out in peak fashion. The sequence is like a duel to the death taking place on the edge of a volcano that’s about to erupt. It’s on the verge of being overkill, but is just awesome enough to trigger all of the adrenaline in your body.

Kevin Feige apparently wanted an equal amount of screen time for both Natasha and Yelena. With the after-credits sequence, Natasha being very dead after the events of Infinity War, and the reports that Yelena may be the new Black Widow, she’s essentially the star of the film and for good reason. The character begins as an individual with a chip on her shoulder from someone from her past, but Florence Pugh is able to add humor and empathy with her performance. Yelena has the best one-liners in the film (“That would be a cool way to die,”) and is essentially the best source of comedic relief (i.e. her hysterectomy rant), as well. She is the one character in the film you’d want to see more of after Black Widow ends.

The storyline of Black Widow doesn’t feel like anything you haven’t experienced cinematically before, especially within the confines of the MCU. An evil man is responsible for pulling the strings of a bunch of women that would kick his ass otherwise. Unfortunately, Ray Winstone doesn’t feel all that intimidating as Dreykov since he doesn’t do much besides talk in Black Widow. The point is made in the film that is all there’s really needed of the character, but Dreykov’s biggest weapon is his mouth. However, his verbal skills don’t seem advantageous enough to make him such a threat let alone keep him alive for over 20 years.

It also feels like every MCU film has its on-screen characters competing over who can get the most laughs; this is something that only got worse after Thor: Ragnarok proved to be a success. Marvel films are already so formulaic with most villains being introduced and killed within the confines of a single film. Natasha’s spy family all feel like minor extensions of herself. Rachel Weisz, despite not aging a day in nearly 30 years, is forgettable as Melina. David Harbour is essentially his character from Stranger things cosplaying as Mr. Incredible with a Russian accent. Even Florence Pugh’s Yelena Belova character is basically a blonde younger version of Natasha even though they’re not related by blood.

Black Widow clocks in at over two hours and it feels like a film that could have been edited down. Witnessing the events of a dysfunctional spy family who then spend good chunks of the film reminiscing about those moments the audience has already seen is redundant storytelling that feels like nothing more than filler.

Black Widow is worth seeing for Florence Pugh, the free-fall action sequence, and anything involving Taskmaster before it’s revealed who is under the mask. Everything else about Black Widow feels like it was done better by the films it was supposedly influenced by and mostly feels like a diluted imitation of Captain America: The Winter Soldier. It’s fantastic that women are getting more opportunities in big summer blockbusters like this one, but it’s also disheartening since their filmmaking skills are shackled to formulaic superfluity that obviously stands in the way of creating extraordinary cinema.
  
Company of Heroes 2
Company of Heroes 2
Strategy
Fans of the real-time strategy World War II epic Company of Heroes were delighted when a full sequel to the game was announced. There was a bit of trepidation when publisher THQ was forced to sell off much of their assets to rival companies due to bankruptcy issues. Thankfully for the fans of the game and developer Relic Sega stepped in and acquire the franchise as well is provided to developers additional time to polish the game beyond its initial scheduled release.

For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.

This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.

As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.

Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.

Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.

Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.

The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.

I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .

The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.

This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.

Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.

http://sknr.net/2013/07/29/company-of-heroes-2/
  
Unmatched: Cobble & Fog
Unmatched: Cobble & Fog
2020 | Book, Card Game, Fantasy, Fighting, Miniatures
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.

In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”


DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.

On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.

All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.

Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.

Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.


Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.

It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.

Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.

I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.

I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
  
Labyrinthos
Labyrinthos
2020 | Adventure, Maze, Mythology
Greek mythology has always fascinated me. The adventures are awesome, the heroes are mighty, and the creatures are awe-inspiring. I often wonder what it would have been like to live in those ancient times, hearing those stories firsthand, and experiencing the excitement associated with such feats. Well, I may not have a time machine. But I do have a board game table. And on it is Labyrinthos.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L

Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!

Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.


The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!

I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.


Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
  
Peak Oil Profiteer
Peak Oil Profiteer
2021 | Economic, Environmental, Humor, Political, Transportation
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!

Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L

Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.

The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.

The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.


The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.


I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!

Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!
  
Tiny Epic Mechs
Tiny Epic Mechs
2019 | Abstract Strategy
I am someone who loves strategy. It is fun for me to create elaborate plans and see them through to either success or failure. Ok, it’s fun to see them succeed, not so much fail. BUT either way – I like to have a plan. So when Tiny Epic Mechs launched on Kickstarter, I was a little wary. Action programming? Can’t that effectively negate any strategy you have set up? I was on the fence. But I backed it anyway. So was my investment a good one, or did my programmed action of picking up this game backfire and leave me KO’d?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L

Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!

Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.

After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!


After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.

The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.


Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.