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Skulls of Sedlec
Skulls of Sedlec
2020 | Card Game, Medieval
When it comes to board gaming, bigger does not always necessarily mean better. And that is something that Button Shy Games has really embraced. With all of their wallet games comprising of only 18 cards, they always manage to pack a lot of game into one small space. I think they’ve got the right idea – engaging gameplay, multitude of themes and mechanics, and easy storage and transport! So how does their newest game hold up to their other successful wallet games? Keep reading to find out!

Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.

Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L

Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!

During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.

As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.

Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!

As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.

Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.

Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.

Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!
  
King of the Castle
King of the Castle
2020 | Medieval
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!

Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L

King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!

On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).


In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.

Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.

All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
  
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!
  
DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
Horreos
Horreos
2021 | Card Game
I’m not a huge history buff or anything, but I am definitely interested in my family lineage/ancestry. What does that have to do with this game? Well, with the last name Rodriguez, I’m sure you guessed that there’s some Spanish heritage in my background. My Dad will often talk about how our family originally came from Spain a loooooong time ago. Specifically from Galicia, Spain. So when I saw this ButtonShy game based on the real-life location of Galicia, my roots were calling to me and I had to get it. Hórreos gives us a small glimpse into life in 18th century Galicia – and it sounds pretty great!

Hórreos is a 2-player game in which players are competing to build the most effective and aesthetically pleasing hórreo in town. What is a hórreo? It is a building for storing grain, elevated from the ground to prevent rodents from infiltrating the structure. So in this game, players are building long and ornate hórreos that not only look stunning, but can keep the rats out of the grain! To setup for a game, each player receives 2 Action cards and the Hórreo cards are shuffled. The deck is placed between the players, and the top card is placed beside the deck to form a 2-card Market. The Leader card is placed beside the Market, facing the starting player. Pictured below is the setup for the beginning of a game.

Over a series of rounds, players will be taking 1 of 4 possible actions as they attempt to build the highest-scoring structure. Each player has 2 Action cards at their disposal. Each Action card has 2 possible Actions on it – one card is Sabotage or Plan, the other is Steal or Build. Both players will secretly choose whichever Action they wish to perform this turn, and place their card face-down in front of them. Players will then simultaneous reveal their chosen Actions, and they will be resolved in the following order – Sabotage, Plan, Steal, and Build. If a player has chosen to Sabotage, they will rotate their opponent’s Action card, forcing them to perform the other listed action this round. To perform the Plan action, the player will select one of the cards from the Market to be placed into their personal supply tableau. If you have chosen to Steal, you will select a card from your opponent’s supply, and take it into your own supply tableau. And finally, to Build is to move a card from your supply to your hórreo. Cards in your hórreo cannot be stolen. As with many other ButtonShy games, cards in your hórreo may be placed adjacent to, or even overlapping, previously played cards – cards may never be tucked under cards in your existing hórreo.

If both players have chosen the same action, the player with the Leader card facing them gets to decide which player will resolve their action first. The Leader card is then rotated to face the opposite player, and so on, for future ‘ties’. An important note – you cannot pick the same Action twice in a row, you must pick one of the other 3 Actions. So take that strategic tidbit into consideration when deciding what to do each round! The game continues in this fashion, with players selecting/simultaneously revealing Actions, resolving their Actions in order, and building their hórreo until there is 1 or fewer cards left in the Market and the players’ supplies at the end of a round. At that point, the game ends, points are tallied, and the winner is declared!


Points are scored in several ways. Most of the hórreo cards are ‘decorated’ with crosses and pikes, and each pair you have in your final hórreo will earn you points. Similarly, the number of doors in your hórreo, as well as adjacent pillars supporting your structure, will earn you points dependent upon the number (the more doors you have, the more points you earn, etc.). As mentioned earlier, you’re trying to keep these pesky rats out of your grain, so any rat pictured on your cards is worth -2 points, but each owl you have pictured eats (cancels out) one rat. And of course, whichever player has build the longest hórreo earns extra points. All points are tallied, and the player with the highest score is the winner!

I have to admit that Hórreos surprised me. The gameplay seems simple enough, so I honestly wasn’t really expecting a lot from this game. For such a small game, Hórreos is all about strategy. Each round, you only have 4 Actions from which to choose, and that really forces you to think long-term with your strategy. But at the same time, since Actions are revealed simultaneously and resolved in a set order, you have to consider what your opponent might do. For example, the Sabotage action forces the opposing player to use the other Action of their chosen card this round. Can you bluff your opponent into playing that Sabotage, forcing you to switch Actions, thus letting you perform the Action you really wanted to perform? That goes hand in hand with the fact that you cannot choose the same Action twice in a row. Can you anticipate your opponents moves to benefit your strategy? Or will you be out of touch, and thus be forced to essentially waste a turn performing an Action that you actually didn’t want to? And don’t forget the Leader card – if players both pick the same Action, the Leader can decide who resolves first. Maybe it’s strategically better to let your opponent resolve first, so then you can just negate what they just did, or vice versa.

To touch on components for a minute, this is a game of 18 cards in a wallet. So nothing out of the ordinary for ButtonShy. That being said, production quality is always top notch with these games, and I have no complaints. the cards are thick and sturdy, and the wallet is nice and supportive. The artwork is thematic and refreshing, while not being too overwhelming. Is it the most beautiful game I’ve ever seen? No. But it is aesthetically and thematically appropriate, and gives a serene and peaceful vibe. ButtonShy has yet to disappoint with their components, so I am definitely a big fan!

Hórreos is a pretty solid game. I’m not personally a huge fan of ‘take that’ type games, and there is an element of that in this gameplay. But there seems to be enough strategy needed to negate some of that direct competitiveness. The game itself is fast to teach, learn, and play, and that adds to the overall appeal. It’s not necessarily my favorite 2-player game, but it’s one that I can see myself pulling out often when I’ve got a quick minute between other games, or when I’ve got a little downtime. Purple Phoenix Games gives this one a structural 4 / 6. Check it out if you’re in the market for something small, yet strategic!
  
Tiny Epic Zombies
Tiny Epic Zombies
2018 | Collectible Components, Horror, Zombie / Survivalist
Who doesn’t love a day at the mall? Hanging out with friends, hitting the food court, checking out the sales at your favorite stores, trying to survive a zombie apocalypse, the possibilities are endless! Wait, what? Zombie apocalypse? Definitely NOT what you had in mind when you planned your trip to the mall, but it looks like you’re caught in the midst! The stores are in disarray and the mall is a mass of chaos (picture Black Friday shopping), and you need to get out! You and a band of survivors must fend off a hoard of zombies while collecting supplies and completing communal objectives in order to make it out alive!

Our next Tiny Epic game review brings us to the world of Zombies! Travis and I kickstarted this game last year, and it’s been a unique addition to the Tiny Epic series. Don’t let the adorable zombies fool you – the game requires a good amount of teamwork and strategy to be successful! And it can be played either cooperatively or competitively – a choice that I have not seen executed in a game before. So read on, fellow gamers, to decide if you have what it takes to survive this zombie infestation alive!

Disclaimer: There are 5 different game modes for Tiny Epic Zombies, but we have only played the completely Cooperative Game vs. an AI Zombie player. Once we have played the other game modes, we will either amend this review or write a new one! – L

Welcome to Tiny Epic Zombies – a cooperative game in which players must successfully complete 3 objectives before they are overrun by zombies. Players take on the role of mall-goers (each with a special ability) who have thus far survived the zombie outbreak. Players will move throughout the mall, battling zombies and picking up supplies, while working towards completing communal objectives. If all 3 objectives are completed, the players win! If the Search Deck runs out, or if the zombies take control of the courtyard and its remaining survivors, the players have lost the game.

For such a ‘tiny’ game, there really is a lot going on. Each player’s turn consists of 3 moves, after each of which the player may A) kill a zombie, B) use room abilities and/or interact with tokens, and C) collect items. It is important to note, players may only perform the B and C actions if there are no zombies remaining in any room of their current store. At the end of their turn, the player will reveal their Search Card (drawn blindly), and will add zombies to the mall accordingly. After zombies are added, the player blindly draws a new Search Card, and play continues. If the Search Deck runs out at any point in the game, players get one final turn to complete their objectives, otherwise they lose!

Simple, right? Not exactly. I know for me, personally, it can be hard to keep track of my turns since each of your 3 moves could potentially allow you to perform 3 additional actions. Turns can get a little muddled with so much to do if you are not paying close attention. After a few plays, it gets easier to remember the turn order, but even then I still keep the rule book on hand to double-check all of my turns.

Ultimately, the thing that can make or break a game is what objectives the players are trying to complete. You shuffle, randomly draw 3 objectives, and go from there. Some objectives are pretty involved and require lots of action to complete, while others are pretty straight-forward and simple. If you draw 3 tough ones (like we did in our first game together), it could be very difficult to succeed. The right combination of objectives can make the game super fun, but unless you hand-pick them for a balanced game, there’s always the chance you’ll get the hardest ones at once. Regarding the objectives though, I do really like that this game can be cooperative – everyone must pitch in to help, and no single player is the ‘hero.’ You have to work closely with the other players to determine the best strategy in order to complete the objectives as quickly as possible. Some objectives can be a challenge for sure, but being able to divvy up certain responsibilities can help make the game feel more manageable.

Overall, I like this game because it’s cute (just look at those little zombies!), cooperative (yay teamwork!), and challenging. There’s kind of a learning curve for turn order, but once you get the hang of it, and collectively figure out the best strategy for objective completion, the game is pretty enjoyable! Purple Phoenix Games gives this installment a bloodied 17 / 24.

https://purplephoenixgames.wordpress.com/2019/01/14/tiny-epic-zombies-reviews/
  
Potion Explosion
Potion Explosion
2015 | Fantasy, Puzzle
Your senior year at Horribilorum Sorcery Academy for Witty Witches and Wizards is almost at an end, but one thing stands between you and graduation – final exams! You’ve passed everything with flying colors, and now it’s time for your final exam in Potions class. Do you have what it takes to brew the most difficult and impressive potions? Or will amateur mistakes result in inaccurate recipes and ultimate failure? The time for studying is over, and the time for potion making is NOW!

Disclaimer: There are several expansions for this game. I do not have any of them, nor do I have any gameplay experience with any of them. If and when I do get them added into my base game, I will either amend this review or write a new one! – L

Potion Explosion is a game of set collection in which players are trying to complete potions for end-game VPs. To start the game, each player takes two beaker-shaped potion tiles to be kept in their desk (play area). On your turn, you will select one marble from the dispenser and play it to one of your potions. Easy enough. The marbles are housed in an angled dispenser, so when a marble is removed from one of the tracks, the rest roll down to fill in the gaps. Neat, right? But there’s a catch. If the marble you take causes two marbles of the same color to collide as they move down the dispenser, you have triggered an explosion! That means that you are allowed to take all marbles of the same color that were involved in the explosion on that same track. Sometimes, by removing all the marbles involved in an explosion, a second explosion may be triggered! In that case, you take all of those marbles as well!

Once you’ve taken a marble (or multiple, depending on any explosions), you immediately play those onto your active Potion Tiles. You have the option of keeping up to three marbles in the Ingredient Pool on your desk to be played in later turns. Extra marbles that cannot fit on your Potion Tiles or in your Ingredient Pool are returned to the dispenser. If you complete a potion on your turn, return its corresponding marbles to the dispenser and place the Potion Tile beneath your desk, to be scored at the end of the game. Then you select another Potion Tile from the available stacks to be added to your desk. You will always have two Potion Tiles on your desk. Your turn is now over, and play continues with the next player. The game ends when a certain number of Skill Tokens (earned for completing sets of 3 identical potions, or for completing sets of 5 different potions) have been awarded to players. Play continues until everyone has had the same amount of turns, and then VPs are counted. The player with the most VP is the winner!

I’ve got to lead this off by saying that one of the things I love most about Potion Explosion are the components. The Potion Tiles are nice and thick cardboard, and the marbles are just so much fun to fiddle with throughout the game. Yeah, I may accidentally roll some off the table every once in a while, but they’re a neat addition to the game. I’ve heard that the cardboard dispenser doesn’t hold up after many plays, but I have yet to see that issue, and know that lots of people are now 3D printing dispensers for themselves to circumvent this problem.

So how does it play? Potion Explosion is relatively fast to play, and requires more strategy than meets the eye. You’re selecting and playing marbles, but you’ve also got to keep an eye on any explosion possibilities. Maybe you need 4 blue marbles – are any of the dispenser tracks loaded with blues so that you could strategically trigger an explosion? Or is your neighbor really going for red marbles, so you trigger a red explosion just to keep those from them? The marble placement in the dispenser may be random, but your manipulation of the available marbles is not. Strategy is everything here, because one mistake in marble selection could end up handing your opponents the game.

I thoroughly enjoy Potion Explosion. It’s fast to teach, fast to learn, and fun to play with all ages! The mechanism of the marble dispenser is pretty neat, and it adds an extra element to the game. This game keeps me engaged the entire time because it is just so fun to watch the marbles moving down the tracks and potentially triggering multiple explosions. Although it requires good strategy, it’s a light enough game to give your a break in between some heavier brain-burners. If you haven’t had the opportunity to try Potion Explosion yet, I would highly recommend it. Purple Phoenix Games gives it a bubbling 14 / 18.
  
    Invasion: Modern Empire

    Invasion: Modern Empire

    Games and Entertainment

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    Selected by Facebook as one of BEST MOBILE GAMES Invasion: Modern Empire is an online war-themed...