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Paragon: Trials of the Chosen
Paragon: Trials of the Chosen
2021 | Card Game, Fantasy, Fighting
I am going to start off with complete honesty. I have been dreading writing this review. Not because I am afraid to give anything negative criticism or because a game has been too daunting for me, but rather, because I still do not feel that after all my plays of this game that I have an absolute understanding of each of its components. I hope you will continue reading as I explain what I mean.

Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?

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


To setup, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.

Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.

The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.

To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.

Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.

Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.

Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.


When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).

There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.

This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.

If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!
  
Bellum Magica
Bellum Magica
2021 | Adventure, Fantasy, Fighting, Medieval
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?

Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during 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, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.

Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.

When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.


After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!

I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.

That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.

It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
  
Jurassic Parts
Jurassic Parts
2020 | Animals
Is it just me or are we experiencing a surge in dinosaur-themed board games lately? I certainly am NOT complaining, as I was one of those dinosaur-obsessed kids growing up (shout out to the dino sheet set I rocked as a kid in the 80s). We have had dino theme parks, and digging for dinos, but we haven’t really gotten this particular spin on paleontology. Yeah, you can find individual bones and dig them up, but what if you found a gigantic slab of rock that encased many different species’ bones? How would you split it up? And what happens when you aren’t the only team to make the discovery?

Jurassic Parts is an interesting mix and spins of area control, enclosure, and set collection for two to five players. In it, players are all paleontologists bent on claiming the biggest and best bones from a giant slab of rock containing dozens of dino species. The catch? Each paleontologist is trying to claim the bones for themselves. Sharp wit, good luck, and a bevvy of sharpened chisels spells success and fame for the paleontologist who wins at collecting Jurassic Parts.

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, set aside one of the Pile of Bones (a wild card, of which there are several in the game) and shuffle the rest of the tiles. Split them into two stacks, flip one stack face-down, and build a slab around the Pile of Bones set aside earlier. This creates the slab of rock the players will be splitting. Each player receives their choice of paleontologist character sheet, chisels in their chosen color, and any pre-start resources per the rulebook. The slab is now ready for splitting!
On a turn, the active player will have several options. Firstly, however, the player must sharpen three chisels by moving them from the Dull Chisels are on the right of their sheet to the Sharp Chisels area on the left. Now the player may place their chisels anywhere on the slab, as long as it is on the gap between two tiles. The purpose of this is to create a wonky line of chisels that will break off sections of the slab from the larger chunk. Players will need to beware of rock piles on either side of their preferred placement, as each rock icon on either side of the placement will require an extra chisel to be dulled and discarded. If a chisel placement would cause a line to be completed, a hunk of the slab is separated from the master slab. Players consult with the line of chisels (as shown below) to determine which player has contributed more to the split than the others. This will rank out all contributing players. The player with the most chisels contributed will be able to claim their choice of HALF of the tiles split off, rounded UP (so a player would receive five tiles from a nine-tile split). The next player in contribution order will then have their choice of HALF of the remaining tiles, rounded UP (so the second player would receive two tiles from the previous example, as there would be four left). Subsequent players would then receive HALF of what is left until all tiles have been claimed, or there remains just one tile. This final tile is then given to the Field Leader for his collection.

In addition to this splitting and claiming on a turn, the active player may also make transactions with the Field Leader at any point during their turn. Actions that can be taken while transacting with the Field Leader are selling one tile to him in exchange for an Amber piece, spending Amber to: ignore rocks on the subsequent two chisel placements, sharpen two additional chisels this turn, take any of the leftover fossil tiles from the Field Leader, or take any fossil tile from the slab (as long as it doesn’t create a split). The first action from the Field Leader will cost the player one Amber. Should they wish to enact another action, its cost is two Amber. Subsequent actions on the same turn cost three Amber each.

As you will notice, fossil tiles from the slab will show plant fossils, Pile of Bones (wild), or actual bones belonging to specific dinosaurs. These specific bones will show an alphabetic letter pair icon to denote to which dinosaur it belongs. If, at the end of the game, players are able to assemble the correct type of fossil tiles belonging to specific dinosaurs, they will score many more points than if the dino skeleton were incomplete. For example, at the end of the game, each fossil tile is worth 1VP if from an incomplete skeleton. However, should a player have completed a Velociraptor skeleton, they will receive 4VP for those two tiles. A completed Triceratops scores 7VP, a T-Rex scores 10VP, a Brachiosaurus scores 15VP, and a tiny Pterodactyl scores 1VP for a complete skeleton because it spans only one tile. The Pile of Bones tiles in the game can be used in place of any other fossil tile to complete a skeleton, and Plant tiles score increasingly more points for a larger collection of them.


Play continues in this fashion of sharpening and placing chisels, breaking off sections of the slab and claiming fossil tiles, and utilizing actions at the Field Leader until all slab tiles have been assigned. The player with the most points from complete and incomplete skeletons and plants will be crowned the winner and the greatest paleontologist in the land… until the next playthrough.
Components. You know how you come to expect certain things from publishers, and can just imagine the quality of the game you are about to receive before seeing it? Such is the case with 25th Century Games. I KNOW that I will be receiving a quality product every time, and this certainly is no exception. The fossil tiles are great and sturdy. The chisels are neatly-designed and multifaceted (which I appreciate, as it would be easy to include tubular chisels and have them rolling around the table everywhere). The amber bits are the typical gemstones you find in Century: Golem Edition, but are the absolute PERFECT color and usage for this game. And did you see that first player marker? It’s a mosquito inside a polished amber stone. I mean, COME ON! How perfect is that? I’m excited just TALKING about the components. I haven’t even touched on art yet, and this is longer than most of my components paragraphs. The art is fabulous. It fits the game and the theme so perfectly – I could not have chosen a better fit myself. Has 25th Century Games set the bar too high for themselves, or will they continue to offer high quality games from here on out? I cannot wait to find out!

So sure, it looks great, but what about the gameplay? Do the art and components merely shield a mediocre game? No. Not at all. Being able to place chisels anywhere you like on the board offers players a freedom that is refreshing, but weighing that against the pressure to contribute to an existing or emerging line of chisels so that you are included in the split is just wonderful. Contemplating turns to sell off fossil tiles in order to earn enough amber to gain more chisels, or bypass rocks, or simply take the perfect tile for your collection offers just enough tacticization (why isn’t that a word…) to warm up the brain without indulging the AP in some players.

This is not at all a heavy game, and it certainly doesn’t need to be. It is just a fun time with friends and family that utilizes interesting twists of mechanics that I enjoy. It feels reminiscent of several games (hints of Through the Desert and a twist on I Split You Choose), but it entirely its own design. Purple Phoenix Games gives this one very rewarding 10 / 12. I generally enjoy most dinosaur-themed games, I understand, but this one sits among the best I have played. If you are looking for something that feels both familiar and fresh, with incredible art and components, you need to grab a copy of Jurassic Parts. There are just so many interesting choices to be made and strategies to attempt. I think I will setup a game right now. Want to come play?
  
On the Rocks
On the Rocks
2021 | Dice Game
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.

“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.

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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.

Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.

When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.


Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.

I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.

These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.

Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.

Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
  
Bunny Party at Maple Valley
Bunny Party at Maple Valley
2021 | Animals, Card Game, Humor
What kinds of pets did you have growing up? My family was allowed one dog throughout my formative years, and I even tried to keep a turtle once in college. I have not ever had rabbits, but my brother did – Brewster. He was a cool bunny. Kinda freaked out sometimes and made a huge mess, but overall a nice little fella. I am trying to imagine an entire village of Brewsters planning a party and inviting all their friends. I can’t really do it, but now I don’t have to – there’s a game I can play.

Bunny Party at Maple Valley (which I shall refer to as simply Bunny Party from here) is a sweet and cute little card game for three or four players. In it players are the titular bunnies decorating for and competing to win the chance to host the Night Sky Party at their place. However, in this game more often than not the victory is shared between they who amass the requisite five decorations and their neighbor who also co-hosts the event! The bunnies gotta get crackin’ so let’s get going!

PS – I will be reviewing the 3-player version of the game, which has ever-so-slightly different rules.

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, character cards are shuffled and two dealt to each player. They choose one to be their avatar and discard the other back to the box. The large deck of cards with the house on the back is shuffled and placed on the table within reach. The villager cards are shuffled and one is drawn and placed outside the play area – it will not be used this round. The other five villagers are arranged as a market of friends. Each player draws three cards on the first round, and the game is ready to begin!
Bunny Party is played over a series of rounds until one player satisfies the win condition. Each round consists of eight phases: Turn Start, Tidy a Card, Villagers Visit, Play Cards, Trade, Play Cards (again), Party Start?, and Villagers Go Home. Turn Start typically involves players setting the table for the round. First, the villager cards are re-shuffled, one set aside to be ignored this round (they are staying home), and the remainders displayed. Then each player draws two cards from the deck and collects one Trade Token.

Next, all players will choose one of their cards they drew during the Tidy a Card step to be placed in a temporary discard pile face-down. Alternatively, a player may forego the Tidy in order to place a card in front of another player by spending one Trade Token. Once all players have tidied a card or placed one in front of another player, the Tidy pile is shuffled, then flipped as a stack to the top of the discard pile, face-up.

The villagers are now becoming impatient, so players will allow them audience during this Villagers Visit phase. Each player chooses a villager from those available to host during their party preparation. These villagers offer special abilities each round and can be very valuable at certain times during the game.

While the villagers are visiting, players may next Play Cards from their hand. These cards are typically of three types: Item, Event, or Decoration. Item cards are placed in the player’s tableau and offer one-time or lingering effects. Event cards are typically one-and-done cards to be completed and then discarded. Decorations are what players are really after, as they are what determine win conditions. With five star or moon cards the player can start the party and end the game. At the bottom of the decoration cards is printed an arrow. This arrow points to the neighbor that will co-host and also win the game. In a three-player game Decoration cards are displayed upside down, so that is why the photo below looks a little strange.

When players have all played their hand of cards, the Trade phase may begin. Players may offer Item cards to other players and a trade may be struck by each player discarding a Trade Token from their stash. This may result in a player receiving a new card to be played. When this happens, the next phase is immediately played (after all trades have been completed). Any player who now holds an unplayed card may Play Cards (again) as before.

If a player (or players) have now collected five or more star or moon Decoration cards, they may claim victory during this Party Start? phase. Again, the Decoration cards have arrows printed to determine the co-host/co-victor in the game, and the winners may then invite the rest of the burrow to their den for the Night Sky Party! However, if no victor emerges during the Party Start? phase, then all the Villagers Go Home, and a new round begins with the Turn Start phase.


Play continues in this fashion until winners have been crowned host and co-host of the Night Sky Party in Maple Valley!
Components. This one is a bunch of cards a few cardboard chits. The cards are all fine quality, as are the chits. What is really great about these components is the art on them. I cannot think of many cuter themes than uber-nice bunnies throwing a party and sharing their victory with a neighbor. So obviously the art has to match the theme, tone, and style of the game. I believe Bunny Party knocks it out of the park here. The art is so playful and cute, and I absolutely have to give a huge shout out to Evan’s Games for the very apparent inclusivity and representation. I see you and I applaud you!

Gameplay for me is where I take just a little issue. Everything works, and once you understand the phases it does flow better, but, I can see myself really only playing this with children or in a gateway/breaking in new gamers situation. It is very light, but there are eight phases to a round! So while each phase is easy to understand and execute, each round takes a little longer because there are a few too many steps. Once my kids really know how to read well they will be playing this with me and I know right now that we will have a great time with it. I really do appreciate the special efforts that were made with regards to representation (yes, even with anthropomorphic cartoon animals) and with the design being more focused on sharing victory and being nice to neighbors. My children will certain have good habits reinforced while playing this, and that is what makes this game important.

Again, this is not the game for hardcore gamers, nor those who are interested in bigger and more complex medium-weight games. This is a quick filler at best during a game night when newer gamers are gathered. That being said, I still find a great deal of value in this one, and will be keeping it for a long time. Purple Phoenix Games gives this one a 4 / 6 on stand-by. I do want to try this with different types of people (once we are able again) to see if my predictions are correct. I have only been able to play it with adult family, and none of them are medium to heavy weight game enthusiasts. If you are needing a nice game that can be played among other games for a themed game night (like Bunny Party + Bob Ross: Art of Chill + Hues and Cues + Escape: The Curse of the Temple) then this certainly fits that niche.

So my official stance, for now, is that Bunny Party has a great theme, excellent art, a wonderful message of harmony, but is both too light and too complex for what it is. I realize that sounds ridiculous. Please try it and let me know your thoughts. For now, I am keeping this close and I will be trying it with various groups with whom I game.
  
The Grimm Forest
The Grimm Forest
2018 | Fantasy
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.

The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.

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 Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.

After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.

The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.


The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.

Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.

Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.

I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.

So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
  
VENOM Assault
VENOM Assault
2016 | Card Game, Fighting, Science Fiction
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.

VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?

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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.

Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.

As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.

After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.

Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.


Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.

You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.

You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.

Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.

I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.

If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

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, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
  
Illumination
Illumination
2021 | Medieval
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.

Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play 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. -T


As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.

A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.

At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.

Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.


Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.

The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.

Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.

So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.