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Beatdown: Streets of Justice
Beatdown: Streets of Justice
2019 | Card Game, Comic Book / Strip, Fighting
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?

Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.

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 takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!

Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.

After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.

Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.

Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
  
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Orchard: A 9 Card Solitaire Game
Orchard: A 9 Card Solitaire Game
2018 | Card Game
I love playing games with other people. Absolutely LOVE it. However, I also love playing games solo as well. When a game comes along that is specifically designed for solo play only, I tend to like them more than multiplayer games that include a solo mode. Also included here are cooperative games where the solo player just quarterbacks multiple players. But a game that is designed for solo play and even includes it in its title? I cannot recall many games I have played like this. But how is this one?

Orchard: A 9 Card Solitaire Game (simply Orchard from here on out) is a solo game where the player is attempting to harvest the most fruit from trees that are bred for high yield. As there are no players to play against, the player will instead compare their ending score with a table in the rulebook. Will the player’s game result in a “Pal-tree” score or will they score enough to be considered “Almost imposs-apple!”?


To setup, place the dice and Rotten Fruiteeple on the table. Shuffle the 18 cards, deal two decks of nine cards (two games worth), and choose a deck to play. Flip the first card over to start the orchard, shuffle the remaining cards and draw two into hand. The game is now setup and ready to begin!
Turns in Orchard could not be simpler: Play a Card, Place Dice, Draw a Card. From the two-card hand, choose one to be placed in the orchard with one very important rule: the newly-placed card must overlap another card in the orchard by overlapping matching tree types. So, a card can only be placed if the apple tree overlaps an apple tree, etc. More than one icon may overlap the existing card, but each icon must match types below it.

Once the new card has been placed, for each icon overlapped, a die matching the fruit type is placed on the icon. If this is the first time the tree has been overlapped, the die face is placed with value 1 showing. However, the die will increase in value each subsequent time it is overlapped (total die values of 1, 3, 6, 10). Therefore, when a card has been overlapped four times on the same icon, the maximum number of points has been reached for that icon. Should a player wish instead to forego any die placement and be unable (or unwilling) to place a card correctly, they may place any card, overlap an icon, and then add a Rotten Fruiteeple atop the mismatched icon. This spoils the fruit for the remainder of the game, so no further dice may be placed upon it, and also reduces the final score by three VP at game end for each token placed.


Finally, when the card and die have been placed, the player draws another card into their hand. When the final card has been played, or no further legal placements can be made, the game ends and the player totals up the dice values to arrive at their final score.
Components. This game is 18 cards of good quality, a bunch of custom dice, and two Rotten Fruit meeples. Everything is good quality and size, and it fits into a really cool sliding deck-box. The art, for me, is fine. The colors match fruits from the real world, and the dice match those color well enough too. I feel like different fruit choices could have been made to increase accessibility for our color-blind gamer friends. The plums and apples are both small and round (with an ever-so-slight different shape on the apple). I don’t know what other fruits would have been more appropriate – I’m not a botanist. Similarly, the dice are custom made with the pips looking like a plum or apple, and two sides of the dice showing a leaf icon. Perhaps in the interest of differentiation, instead of the leaves, the different dice colors could instead show the matching fruit style (if only the plum and apple looked differently enough). So instead of leaves, the red dice could show apples, the yellow dice could show pears, and the purple dice could show, I don’t know, eggplants? I am not color-blind, so these do not affect me, but it is something I have taken to commenting on as I review more and more games.

All in all, Orchard is a really good little game of overlapping and puzzling out next moves. The games are super-quick and engaging, and I always want to improve my score each time I play. When a game forces me to play again and again I feel it is a sign of a good game. I have plans to keep this one in its own special place where I can just grab it and go, instead of being dwarfed by my collection of much larger game boxes. If you are like me and pine for good solo play, then perhaps you should check out Orchard: A 9 Card Solitaire Game. The rules are light, game play is simple and fast, and it keeps drawing me in every time I look at the box.

Also let me know your highest score because I apparently am trash at this game, even though I really enjoy playing it. Have you scored in the top tier? Those must be some delicious fruits.