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Belfort
Belfort
2011 | City Building, Economic, Fantasy
I don’t know if I have ever just come out and said it before, but I love worker placement games. I just adore the mechanic and if a game includes it, the chances of me liking it are quite good. Belfort is an older game now (almost 10 years old!) so does it still excite and deliver the goods when so many other great worker placement games have been produced since it debuted?


The winner of Belfort is the player who, at the end of seven rounds of play, earns the most Victory Points (VP). Players will earn victory points by having majority of buildings claimed within the five districts of Belfort. To claim a building, players will be shrewdly sending workers to mines, the forest, and various buildings and guilds of Belfort to recruit more workers and earn the ever-important buck to finance these buildings.
Setup is kind of a beast, so I won’t detail everything here. Similarly, I will not be detailing every rule in the book, as there are just too many. But, I will give a general flow of the game so readers may be able to decide if this is a game they must add to their collections.

Once the game is setup and player order is established, each player will complete their entire turn in player order. Players will have many choices available to them on their turn: place workers on various buildings they had previously built, place workers on guild tiles to access powerful abilities, recruit more workers, hire gnomes to unlock certain portions of buildings, gaining more building plans, visiting the trading post to exchange resources, transform normal workers into master workers, and lastly assign workers to gather resources (wood, stone, metal, and gold) in the forests and mines surrounding Belfort.

At certain times during the game players will score their efforts to move up (and down) the VP track. It is at the end of the third and final scoring that the game ends and a victor is crowned.


While this is a very broad and general description of the rules of Belfort, each option listed contains layers of strategic depth that, like all good worker placement games, limits the players’ abilities to go everywhere they like as workers are in limited supply. For those gamers who have never played a worker placement game, this is both excruciating and delicious.
Components. This game boasts way too many components for the box in which is barely contained. I say this with one complete expansion and the promo set of guild tiles included, and the latest expansion on the way. All of the components in this game are stellar. The cards are great. All the cardboard play mats and tiles are great. The worker components and all the wooden bits are super great, AND I didn’t even mind having to sticker my own workers. The best part about the components in Belfort is definitely the art. The team designed an excellent art style for this one, and seeing little hidden jokes within the art makes it all that more interesting to me.

So DOES it hold up after all these years? I think it does. Though I would not consider Belfort an “easy” game to learn, teach, or play at first, after a few rounds players generally catch on and begin to really weigh all their options. This is a great game for think-hungry gamers. This game is conversely a bane for all AP-prone players. I fall right in the middle, but lean towards faster play at the expense of my final score. But that’s the beauty of Belfort and of all worker placement games: there are so many choices that one could easily just try to play so that they visit every location at least once. Now, by doing this the players are also ignoring the true goal of the game: area majority within the districts of Belfort, but if a player isn’t as aggressive or victory-crazed, that’s not a bad thing.

For me, I love Belfort. A lot. Unfortunately for me, during this crazy COVID time, I will not be able to play it much, and was lucky to be able to pull it out recently again after not playing it for several years. But, I always look upon the box fondly and wish I could just bust it out any time I want. Maybe someday someone will create solo rules for it and I can enjoy it that way. My wife is not a fan, but also she’s not really a fan of games that are longer than an hour generally. I cherish this game, and am quite happy to have it in my collection.
  
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Amberley Yvonne Mackenzie (9 KP) rated the PlayStation 4 version of Fallout 76 in Video Games

Nov 27, 2018  
Fallout 76
Fallout 76
2018 | Action/Adventure, Role-Playing
Co-operative focus (3 more)
Exceptionally large game map
forced interaction with other realtime players
immersion in side quests and exploration
difficult in one player mode past level 12 (2 more)
occasionally repetitive
filled with glitches and bugs
Dystopian loneliness
"War... war never changes."

This instalment of the Fallout series sees us catapulted to West Virginia, an area never previously visited in the post nuclear armageddon indicative of the franchise. You begin as a lowly vault dweller and learn that Vault 76 is a control vault designed to open 25 years after the bombs have dropped and obliterated civilisation as we know it. the character creation is straight forward and the same in design as Fallout 4, infact, the whole game is the exact same as Fallout 4 with a few tweaks here and there so stepping out into Appalacia is easy with the same control system and feel to the game. The vault doesn't hold any surprises, fixed in place as a linear tutorial so the real game begins wandering out the big ol' vault door. Once free the sheer scale is apparent as you take in the horizon, a lush green forest stretches around and for a minute you feel almost like you've wandered into an Elder Scrolls game and not a Fallout instalment then you stumble upon your first Ghoul and you remember how unforgiving Fallout is as you're pummeled into oblivion since the 10mm pistol effectively equates to a peashooter at such low levels. So you dust yourself off and explore, levelling up as you go with a quirky new perk system based loosely on trading cards, now I've encountered other players grumbling about the perk system and I'll repeat the same here as I did there; they are interchangeable at any point, not only in the level up screen. So in other words don't be dissuaded. S.P.E.C.I.A.L attributes now have a cap of 15 however you stop earning points at level 50 so choose wisely. Online tools are avaliable to help choose your build that best suits your style of play. Another changed and quirky feature is the C.A.M.P, a play on Fallout 4's settlement building feature in which you can build your own personal campsite anywhere that's not too close to a settlement with plans for hundreds of pieces but a very low budget for items. I found out early on that your camp will literally only really be used for the essentials, workbenches, Cooking equipment, stash box and a bed with a few turrets to keep you safe whilst you sleep. Another unique feature is the stash box, with only 400lbs storage don't think about going anywhere with all those wonderglues! you find yourself in a constant loop of scrapping and bulking junk just to repair weapons and armour and EVERYTHING has weight, even ammo. Think Hardcore mode New Vegas on steroids, you need to eat, drink, you contract diseases and mutations. it's an eerily accurate depiction of post apocalyptia and a good lesson in self care, if you're starving or dehydrated you lose action points and the ability to run. Power armour in the game is essential but not avaliable till level 20, I wouldn't advise going to the South or east of the map until you have some as these areas have the highest level enemy's.
       Speaking of enemies, Bethesda Game Studios has once again outdone themselves with the creation of complex new creatures and enemies. Due to the lack of NPC's, Raiders have been replaced by the Scorched, disease ridden humans liked in someway to the Scorchbeast, essentially a cut and paste dragon from Skyrim. there's also the previous selection of Ghouls, deathclaws, mole rats, feral mutts and Super Mutants with the lore of West Virginia found in the recreation of the Wendigo and Mothman. there's a few other new creatures but I'll leave that to you to discover.
      The locations are stunning, it doesn't matter that it's on an older game engine, what bethesda have created is simply beautiful. In the Ash Heap to the south, a towering collosus of a mining machine in perfect detail stands 100ft above you and to the north of the map, a downed space station, everything recreated in stunning detail. Some of the sights are truly amazing.
       Whilst Fallout 76 has had a lot of mixed reviews I can't say it's been a dissapointmet like some others, yes it heavily relies upon your interaction with other players so if you play solo it can seem a bit lonely and repetitive especially when doing the same events everyday but I went into the game knowing it was going to be different and that gave me another way to look at it objectively. Yes it needs more content but I can safely say, this game has so much potential and is another winner for Bethesda.
  
Port Royal
Port Royal
2014 | Card Game, Nautical, Pirates
Port Royal looks and sounds like a pirate-y game, but be warned – it’s not. It’s more about what gets done behind the scenes, in the port as you prepare to cast off on an adventure! You’ve got to hire a crew and trade with others to gather necesssry supplies. Put your bookkeeping to the test, and SEA if you’ve got what it takes. (See what I did there?)

Port Royal is the central hub for trading and commerce in the kingdom. Ships from distant countries come in to trade, and crew-members-for-hire wander the docks looking for work. Do you have what it takes to make a name for yourself in this bustling port? Put your bargaining skills to the test to find out!

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Port Royal is a card drafting game of press-your-luck in which players are trying to amass 12 or more Influence Points. Each turn is played in two phases: the Discovery Phase and the Trade and Hire Phase. During the Discovery Phase, the active player draws cards one at a time to create the Harbor for that turn. The cards revealed will either be Characters, Ships, Missions, or Tax cards. The active player can draw as many or as few cards as they would like, with one catch – if you reveal a ship with a flag matching one already in the Harbor, the turn is a bust and all cards are discarded! Think wisely before trying to push your luck when creating the Harbor! If you’re too risky, you could bust, but if you play it too safe, you won’t have many card choices for the next phase. During the Trade and Hire Phase, players interact with cards in the harbor. The number of cards players can take depends on the number of different ships in the Harbor. Players can hire characters by paying their hiring cost in gold, can discard ship cards and collect gold for performing a “trade,” or can complete Mission cards if they have the required symbols on their hired cards. The Discovery Phase is performed by the active player alone, but the Trade and Hire Phase can be performed by each player, in order, after the active player. If you decide to act on another player’s turn, you must pay them one gold coin. The game ends at the end of a round in which one player has amassed 12 or more Influence Points, collected from Character and Mission cards. The player with the most points wins!

One thing that I really like about Port Royal is that it’s a competitive game, but not a confrontational game. Besides paying to act on another player’s turn, there’s not a lot of player interaction, and as someone who can get pretty competitive, I really appreciate that. Yes, we are competing against each other, but with so little interaction, I’m more focused on my own strategy and cards than I am in trying to sabotage my fellow players. Another thing I like about Port Royal is the push-your-luck aspect of the Discovery Phase. I like it more than other push-your-luck games because all decisions are made by the active player – you’re not having to bluff or directly compete with another player when drawing your Harbor cards. It’s still a game of chicken, but against yourself. There’s still the element of push-your-luck, but it feels a little more safe than nerve-wracking.

All that being said, what I don’t like about Port Royal is the actual gameplay. Since there’s so little player interaction and the entire Discovery Phase is performed by one player alone, it feels like there’s a bit of downtime. Unless you’re the active player, you only get to act during half of every turn, so time is spent just sitting and watching other players. It ultimately all comes down to how quickly everyone performs their turns, but there’s just not a ton of engagement in my opinion. Don’t get me wrong – it’s a neat game. It just feels a little boring to play sometimes. It also takes some time to build up momentum to successfully execute a strategy. Everyone starts with 3 gold coins, but most cards cost more, and depending on when you get to act in the Trade and Hire Phase, any cards you could have afforded may already have been taken. So it might take several rounds before you’re able to really begin implementing a solid strategy, with the first few rounds just being a card-grab.

For the most part, I enjoy playing Port Royal. It’s mildly strategic, but the lack of interaction can make it feel a little stale sometimes. It’s not a game I pull out every single game night, but it’s one that I would most likely play if someone suggested it. Purple Phoenix Games gives Port Royal a buccaneer’s 7 / 12.

https://purplephoenixgames.wordpress.com/2019/04/16/port-royal-review/
  
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Jordan Binkerd (567 KP) rated American Vampire, Vol. 6 in Books

Jul 21, 2019 (Updated Jul 21, 2019)  
Good variety of stories and art (0 more)
Not all the art works (for me) (1 more)
Adult content.... but if you made it this far in the series, that's not a surprise
Filler Anthology, but still fun...
Note: this review is transposted from my personal review blog, and so was originally written several years ago.

So, it has come to this. The sixth and latest collection of American Vampire comics. Now it’s not just my library’s slow acquisition policies holding me back, but the fact that there haven’t been any more published yet! Apparently the creators put the book on hiatus for a while, but they’ve at least started publishing again. I just have to wait for it to hit the collections….This particular collection is a couple of one-shots they put out in the meantime to keep our appetites whetted–one from the main American Vampire team, one with them letting a whole bunch of other comics creators play in their sandbox. Obviously, this review could spoil events from the previous collections.

First off, we have THE LONG ROAD TO HELL. Snyder and Albuquerque set out the story for this one together, with Albuquerque taking over to script and draw the story. Billy Bob and Jo are the Bonnie and Clyde of petty thieves, picking pockets by night to add to their stash. They’re hoping to have enough soon to cover the cost of renting a chapel, but one fateful encounter with a vampire coven recruitment team and everything changes…not for the better, I’m afraid. Jasper Miller is a young orphan, favorite target of a group of bullies. It seems that young Jasper is a very insightful young man, and some of what he knows makes these bullies very nervous, and he decides that the open road would be safer for him than the old orphanage. Vampire hunter Travis Kidd we’ve already met back in Vol. IV, and it’s good to see that he survived the ambush he willingly dove into at the end of that book. Seems to have picked up a katana somewhere in the interim too, which is always cool. Fate has these four on a collision course, and blood will be spilled by the time they reach the end of the road….

Moving on to the American Vampire Anthology, we open with the frame story by Snyder and Albuquerque. THE MAN COMES AROUND is set in 1967 as Skinner Sweet hides out in the middle of nowhere, hoping to avoid the major events he can sense just over the horizon. Seems there’s always someone trying to kill him, though…. Jason Aaron and Declan Shalvey then enlighten us as to what really happened on Roanoke Island in THE LOST COLONY. Here’s a hint, vampires were involved. We then move on to BLEEDING KANSAS, where Albuquerque puts down his pencil and takes a shot at writing the story, leaving the art to Ivo Milazzo. Set against that tumultuous time and place, Albuquerque and Milazzo set down for us a tale of what I can only assume are Henry Jones’ grandparents. Next up, Jeff Lemire and Ray Fawkes serve up a tale of terror in the frozen north with CANADIAN VAMPIRE as ex-Mountie-turned-bounty-hunter Jack Warhammer is hired to find out what happened to a German fur trading expedition missing in the wild. Becky Cloonan handles both the writing and art for GREED, starring Skinner Sweet and featuring his first encounter with those crazy folks who hail from a place called “Hollywood….” Francesco Francavilla then pulls the same trick for THE PRODUCERS, detailing the birth of a star as he makes a shady deal in exchange for fame and fortune. Gail Simone and Tula Lotay treat us to Hattie Hargrove’s origin story in ESSENCE OF LIFE, showing us just what happened to her that made her willing to screw over her best friend in the world. Gabriel Ba and Fabio Moon share both the writing and artist credits for LAST NIGHT, as a lounge singer describes to a reporter the events leading up to the previous evening’s massacre at the club. Finally, Greg Rucka and JP Leon tell the tale of a dying drunk and the lowlifes who try and shanghai him in PORTLAND, 1940.

On the whole, I really enjoyed this as per the usual for this series. The writing was stellar, and the anthology format really served well for the world being depicted. As with any comics anthology, there’s a wide variety of artistic styles represented, and some of those styles I’m not really a fan of, but that’s largely a matter of taste. I could sit here and tell you that I really wasn’t a fan of Ivo Milazzo’s art on BLEEDING KANSAS (which is true), but the next guy might have loved it. I could laud Tula Lotay’s work on ESSENCE OF LIFE (also true), but the next guy may not have been a fan. That’s kind of how it works–peoples’ tastes are pretty subjective. I did enjoy getting into Hattie’s head a bit more than we were able to back when she was introduced, and Skinner Sweet’s adventures are always fun–I’ve mentioned before my weakness for antiheroes. As a historian, Roanoke’s lost colony is always a fascinating topic, and a number of the plot twists contained here were very satisfying if not always surprising. I really can’t wait for the next volume to come out so I can see the payoff to some of the plot threads being set up both here and in the teaser from the end of volume V….

CONTENT: R-rated language. Brutal, bloody vampire violence–these aren’t sparkly, angst-ridden pretty boys, these are monsters through and through. Some explicit and implicit sexual content, including what more or less constitutes a rape. No real occult content, as there isn’t a spiritual element to this version of vampirism.

Original review link: https://jordanbinkerd.wordpress.com/2014/08/15/review-american-vampire-volume-vi-by-scott-snyder-rafael-albuquerque/
  
7 Wonders Duel
7 Wonders Duel
2015 | Ancient, Card Game, City Building, Civilization
The original 7 Wonders was my #1 game of all time for a long while. While it has since dropped off my Top 10, I still have so many fond memories of it. Now, I know I am not breaking any stories here by finally reviewing its 2-player successor, but this game is really streamlined and fabulous. Obviously it is wonderful as it has earned the Purple Phoenix Games Golden Feather Award! But why do we love it so much?

7 Wonders: Duel is a 2-player tableau and engine-building card game set in the 7 Wonders game universe where players collect cards to create an engine to gain VP using any number of winning strategies. The game takes place over three ages and the player with the most VP at the end of the game, becomes victorious via military supremacy, or wins via scientific supremacy.


To setup, place the game board between the players with the green Progress tokens, Military tokens, and red Conflict pawn upon it. Shuffle the Age I cards and lay them according to the rule book (this formation changes for each age. Age I is setup in the photo below). Each player receives seven gold and they draft their Wonders according to the process in the rules.
On a turn the active player will choose one uncovered face-up card to be used one of three different ways. The card can be added to the player’s tableau and “built” by spending resources required, if any. The card may be discarded in exchange for coins totaling 2 + the number of yellow cards built in the player’s city. Lastly, the card may be used to build a player’s Wonder card by inserting it below the Wonder and paying the cost, as in 7 Wonders proper. The next player will then take their turn.

If on a turn a player builds certain card types into their city, special actions are taken. This happens as a result of building Military or Science cards. When a player builds a Military (red shield icon) card they immediately move the Conflict token on the board one space toward their opponent’s Capital (the end of the board closest to the opponent). Should a player force the Conflict token to reach their opponent’s Capital, the attacking player immediately wins! The other special action that can be taken is with a pair of Science cards being built. For every pair of like-symbol Science cards built, the active player may choose to take one of the Progress tokens from the game board and add it to their collection. These tokens can be very powerful, and just as in 7 Wonders proper, Science is a viable yet difficult strategy. Should a player build any six unique Science icons on cards they will immediately win!


If a Military or Science supremacy victory is not achieved, the game continues to Age II, where setup of the cards is different, but play remains the same. Similarly, Age III is setup differently still and has the added bonus of three random Guild cards, which may add significant strategic icons or abilities. At the end of Age III the players count their VP from the various sources listed in the rule book and the ultimate champion is then crowned!
Components. This game comes in a very small box, so the components are also quite small. I believe myself to have medium-sized man-paws and I have not had any issues with size of components. They are all very high quality, as is to be expected from Repos Production, and are fantastically illustrated. The Conflict token is enticingly menacing, and it lures me into concentrating on a Military victory every time I play. I need to just ignore it, but it’s so beautiful! All in all, the components are great, and even though the cardstock is relatively thin, my copy has withstood many plays and has seen very little wear and tear.

So 7 Wonders: Duel exists for all those players who love 7 Wonders but do not wish to play it with the 2-player variant rules. While Duel is certainly a little sibling, it is also its own beast of a game and should be treated as such. There are several key changes in rules for Duel, such as the trading with the BANK for missing resources upon building versus paying a neighbor to borrow their resource production. Also, the obvious change of adding a board with an ever-dancing Conflict token is unique to this title. Wonders are treated differently and instead of receiving one Wonder with three layers, Duels gives each player four Wonders with just one layer.

Aside from the differences between the two games, I do believe that if you are a fan of one you will also like the other. I can see, though, gamers who dislike 7 Wonders enjoying the smaller 7 Wonders: Duel. There is just something about being able to focus on one other player and agonizing over every turn so that your opponent receives a useless card from the offer, or taking every Military or Science card possible so as to end the game as quickly as possible. My brother, Bryan, greatly dislikes 7 Wonders, but he does not mind playing Duel, or at least that is what he led me to believe…

Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.
  
Quests & Cannons
Quests & Cannons
2021 | Adventure, Animals, Exploration, Fantasy, Nautical
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.

Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.

Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.

Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.

The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.


The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!

This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.

What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.

If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
  
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Purple Phoenix Games (2266 KP) rated Fantasy Ranch in Tabletop Games

Jun 12, 2019 (Updated Jun 12, 2019)  
Fantasy Ranch
Fantasy Ranch
2019 | American West, Animals
Little known fact: my family used to be involved with local harness racing and horse training. Not much actually rubbed off on me, personally, but I do remember going to the stables to visit with the horses, and I was even allowed to ride the stable goat since I wasn’t yet big enough to get on the horses. Ahh, memories. So when I heard that a game existed with a horse ranching theme, I just HAD to get it to the table. Is it a good game though? Let’s find out! (spoilers: IT’S EXCELLENT!)

DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T

As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.

Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.


Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.

At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.

On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!

Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.

Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.

I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.


https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
  
Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
Quests: Heroes of Sorcado
Quests: Heroes of Sorcado
2022 | Adventure, Card Game, Dice Game, Fantasy
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.

Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L

Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!


Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.


That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
  
Century: Golem Edition - An Endless World
Century: Golem Edition - An Endless World
2020 | Fantasy
If you’ve read our reviews on the first 2 games of the Century: Golem Edition games, then you will know that we are big fans. The art and theme really drew us in, and the gameplay is what keeps us coming back for more. Now that the third and final game has dropped, how does it fit in with its predecessors? Is it the finale we were hoping for? Or does it leave us yearning for the OG Century Golem? Keep reading to find out!

Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L

Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!

On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.

Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.


The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.

An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.


Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!