دسته: بازی‌ها

  • Will it Game? Episode 95 with Jerry McGahagin

    Will it Game? Episode 95 with Jerry McGahagin


    We’re back! Consider this a “lost episode”. Originally recorded back in Fall of 2024, Jerry McGahagin from Tabletop Worldwide joins us as our guest judge. With the theme of spies, will Ric or Ryan sneak their way into winning over our judge?

    You can check out Jerry’s work at Tabletop Worldwide on Instagram today. Be sure to follow and check out all the gaming content this channel creates.

    Like the content that is filing your ears? Consider giving to our Patreon and connect with One Board Family even more. https://www.patreon.com/oneboardfamily

    The track “Balkana” was created by 4bstr4ck3r. http://freemusicarchive.org/music/4bstr4ck3r/





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  • Cats vs Cucumbers Preview – One Board Family

    Cats vs Cucumbers Preview – One Board Family


    Few rivalries run as deep as the one between the common house cat and the garden cucumber. It was only a matter of time before these two enemies showed up in board game form. Cats vs Cucumbers is a press-your-luck dice game from Melanie and Ammon Anderson (Gnome Hollow).

    A Dicey Rivalry

    Players are collecting points over a series of rounds while trying not to bust. On your turn you’ll roll six dice and lock in any cucumbers that are rolled. You can re-roll all non-cucumber dice up to two times before finalizing your dice. If you roll three or more cucumbers on a turn you’ll bust and take a cucumber token from the supply.

    Cats vs Cucumbers - bust

    Players control three cat meeples that will advance into boxes with higher point values in the center of the table. You can also collect treats that increase in value with the more you collect. Each of the die faces do something different, but you’ll need to collect at least three of each dice face to take the action.

    Cat icons (white/black) – Collecting three cats of any color allow you to move your cat meeple forward into the next box. You can move one more box for each cat icon beyond the three.

    Cat treats – You’ll collect a treat for rolling three treat icons, collecting an additional treat for each matching die face. A single treat token is worth one point, two are worth three points and three are worth five points.

    Toys – Collecting toy icons will give you tokens that have a mystery benefit that can be gained immediately or saved for later. You’ll need three toy icons to earn a token, earning an additional token for each matching icon.

    Swipes – With three swipe icons, you can push another player backward into a less valuable box. Move your opponents back even more with additional matching swipe icons.

    Cats vs Cucumbers - cat dice

    Nine Lives

    The game timer for Cats vs Cucumbers is a deck of cards representing a cats nine lives. Each time a player busts by rolling three or more cucumbers, one life card will be removed from the deck. The game ends when the players collectively lose nine lives.

    Cucumbers aren’t all bad. Each time you bust, you’ll collect a cucumber token that can help offset any time you bust OR they can be collected to earn one victory point per token at the end of the game. Cats vs Cucumbers uses a simple Yahtzee mechanic that most players are familiar with.

    Cats vs Cucumbers - boxes

    There are two additional dice combos that players want to keep an eye out for. A “Purr-fect” combo is when a player rolls all six different icons. The “Meow-za” combo is when you roll three unique pairs of dice. When you get either of these combos, you’ll take the reward for one of the die faces. With the “Purr-fect” combo, you’ll also earn a cucumber token. Both of these combos will earn you another full turn before passing the dice.

    Final Thoughts

    We love a good press-your-luck game in our house. Cats vs Cucumbers has a really cute style and easy to learn mechanics. There are a couple of ways to earn points, so being able to pivot when you’ve had a bad roll isn’t too difficult.

    Cats vs Cucumbers - components

    The cats and all the components in the game are really fun and colorful. This is a game that is easy to throw in a bag and take on the go. The nine lives deck of cards is a great way to handle the game timer. The more times players bust, the quicker the game ends. There’s even some strategy in whether you spend a cucumber token to keep from busting when you roll three or more cucumbers.

    Cats vs Cucumbers is an easy game to recommend to anyone who enjoys a well themed press-your-luck game. Cats and cucumbers may never find common ground, but at least their rivalry can lend to a fun time around the game table.

    Cats vs Cucumbers from Levity Games and Envy Born Games launches on July 8, 2025 on Kickstarter. Check out the campaign today.

    A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.



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  • 3-2-1 Countdown Review – One Board Family

    3-2-1 Countdown Review – One Board Family


    We’ve learned over the years that a card game from Grandpa Beck’s Games is sure to be a good time around the table. 3-2-1 Countdown is a card shedding game released in early 2025 that we’re just now getting a chance to play. Will this retro rocket themed game be a crowd pleaser or will this be a failure to launch?

    Countdown

    3-2-1 Countdown is for two to eight players and is played over the course of 5 rounds. Each round, players are trying to shed the twelve cards from their hand or at least have the lowest valued hand when the round comes to an end. In higher player count games, you’ll only have ten cards in your hand, but the objective remains the same.

    3-2-1 Countdown - discard pile

    On your turn, you’ll simply discard a card or cards of all the same value to one discard pile, then draw the top card of the other discard pile. If you don’t like the card laying at the top, feel free to draw blind from the top of the deck in the center of the table. Having multiple copies of the same card is a great thing because it means that you can discard all of them at one time, inching your hand of cards closer to empty.

    Drawing a new card after discarding can give you a chance of doubling or tripling another card value in your hand, making a future turn even more lucrative. Players are dropping cards and looking for chances to gain lower cards or cards that have synergy with the cards they have in their hand.

    Ready to Blast Off

    A round of 3-2-1 Countdown will end in one of two ways. If a player is able to discard a final card or cards on their turn, they say “Blast Off” and the round is over. For shedding all their cards, this player gets three points for emptying their hand. All other players share their numerical card totals as they share their hand of remaining cards. The player with the lowest card total gets two points and the next lowest gets one point.

    3-2-1 Countdown - multiple card discard

    A player can choose to end a round before someone has the opportunity to empty their hand. If a player has five or less points in their hand, they can place their cards face up in front of them, saying “Countdown”. This will end the round, but could be a risky move. If another player has a lower point total in their hand, they will grab the three victory points while the player who initiated this receives nothing. If the player who said “Countdown” did have the lowest total, they receive an additional bonus point, scoring four points. In either case, the next two players with the lowest point totals receive two and one point respectively.

    The players that finish outside of the three lowest values don’t receive points, but there’s always next round. Most of our games, we play the full five rounds before totaling the players scores. In a game with six or seven players, we’ll sometimes play three or four rounds for a quicker game.

    Mission Control

    3-2-1 Countdown has great artwork from Apryl Stott that’s reminiscent of mid-1900’s science fiction. The rocket and color pallet of the game is excellent and works well as you race to shed your cards. I really enjoy the variety of rockets that appear on the eleven different cards in the game (zero to ten).

    3-2-1 Countdown - players hand

    The card breakdown is weighted to the middle of the deck with the five cards showing up the most frequently. This is important to understand as you make decisions on whether or not to pick up specific numbers after discarding on your turn. Players often shoot immediately for low numbered cards in their first couple games. The problem is that the lower and higher cards in the deck are less plentiful, giving you less card matches in your hand.

    While it seems counter intuitive, picking up that six or seven card makes a lot of sense. Chances are that you’ll have a couple of these cards in your hand already. Discarding a pile of cards feels so satisfying as you work to catch the other players off guard.

    https://www.youtube.com/watch?v=QTkIxcd-ujI

    Space on our Game Shelf

    This game definitely flew under our radar this year. I originally didn’t dig too deep into 3-2-1 Countdown because of the shear number of card games that have shown up in our house over the past year. We had a chance to check the game out at Origins Game Fair in June and we knew this would be a hit for our family and friends.

    I’m a little sad that we waited six months to check out this great card shedding game. The game is quick to teach and moves really fast after you get through your first round. I like that players who don’t finish in the top three of the round are locked out of earning points. While scores are pretty low numerically, the games we’ve played have been tight and competitive.

    3-2-1 Countdown cards

    I’m positive that this is one of my top three games that Grandpa Beck’s publishes. It’s going to be tough to take the place of the incredible trick-taking classic Skull King and the ultra mean Cover Your A$$ets. 3-2-1 Countdown is a game that can hit the table after dinner or at the beginning or end of any game night. This is an easy suggestion for anyone who’s looking to introduce a new card game that the whole family can jump into.

    3-2-1 Countdown is available at your local game store, through the Grandpa Beck’s webstore or online through Amazon today.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Quick gameplay with a great art style
    • Tension near the end of the round is fantastic
    • Player interaction in the form of picking up what others discarded

    Lows

    • Play at the highest player count can drag a little

    Complexity

    1.5 out of 5

    Time Commitment

    1.5 out of 5

    Replayability

    3 out of 5



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  • INKtentions Preview – One Board Family

    INKtentions Preview – One Board Family


    The octopus is probably one of the most sneaky, clever, and cunning creatures in the ocean. INKtentions is a card game for two to four players that requires players to outsmart their opponents to get the most food in the ocean. The game is designed by Matthew Kambic with artwork from Chris Adams, and is being published by MaKa Games. Let’s jump into the deep end and learn more about INKtentions.

    INKtentions table

    Delicious Ocean Food

    Each player has a stack of nine cards, all the same, with the players color represented on the back of their cards. Over the course of the round, players will add eight of these cards into the display in the center of the table. The goal is to snag some of the delicious sea life (food) found in the center of the table. Each food tile has a different scoring method and you don’t want to end the round hungry.

    INKtentions arm

    At the start of INKtentions, you’ll choose the food tiles that you’ll compete for in the center of the table. The game comes with nine different food tiles that all score differently. Based on the player count, you’ll select five, six, or seven of these tiles to put in the center of the table. Players will play their cards off of the edge of these tiles as they compete to eat these underwater morsels.

    INKtentions plays over the course of three rounds as you accumulate tiles to get your final score. Let’s talk about what the cards do.

    INKtentions cards

    Eight Arms of Fun

    Players take turns around the table playing cards onto any food tile they want. These cards are played facedown, adding to the growing tentacle until they reach the card limit (based on player count). At the end of the round, you’ll go tentacle by tentacle, turning over cards and resolving them one at a time. Here is what each card type does:

    • Hunt cards (x3) allow you to take a food tile at the base of that tentacle as long as this card isn’t eaten.
    • Shark cards (x1) will eat any Hunt cards to the left and right of this card.
    • Eel cards (x1) will eat a single Hunt card to the left or right of this card, chosen by the player who played the Eel card.
    • Ink cards (x1) will cause a Shark card that is adjacent to go away.
    • Hide & Hunt cards (x1) are immune to Shark and Eel cards, allowing the player to nab a food tile at the base of that tentacle.

    There are two additional cards in the players hand that get played directly in front of the player and not in the center of the table. The Punch card lets you move a card from one tentacle to another uncapped tentacle. Finally, the Octobility card will let the player pull a special ability tile that was set out at the start of the round.

    INKtentions octobilities

    Octobilities give players a unique ability that will be used immediately or when directed on the tile. These abilities allow you to play your ninth card, swap a card on the table with one from your hand, gain a point and peek at a card, cap a tentacle and more. With every player having the same card set, you’re looking to outwit your opponents each round.

    Underwater Deduction

    The heart of INKtentions is a programming game where players are trying to predict what their opponents are playing. The Hunt & Hide card is the only guarantee of earning a food tile. Playing your Shark and Eel card at just the right time will take out another players Hunt card. One of the most devious moves in the game is using a Punch card to move another players Shark card to cancel out their Hunt card.

    INKtentions card reveal

    Since everything is played facedown, you’re going purely off intuition and anticipating players strategies. I’m a fan of programming games like Colt Express, Mountains Out of Molehills, and How to Rob a Bank. Players are trying to bluff or misdirect the other players with their card play. INKtentions shines when players catch on to their opponents patterns and block them from getting the food that gives them victory points.

    INKtentions food tiles

    Final Thoughts

    Scoring in INKtentions feels a lot like Sushi Go or Bugs on Rugs. The scoring variety across the different food tiles works really well. Players have to diversify which foods they go for since your opponents can easily block you when you focus on a single food source.

    The way cards build the arms of the octopus from the center of the table makes for a great table presence. Players who enjoy deduction, programming, and hand management games will really enjoy INKtentions.

    You can visit the Kickstarter campaign for INKtentions when it launches on June 10, 2025.

    A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.



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  • Beach Day Preview – One Board Family

    Beach Day Preview – One Board Family


    For many people, the beach is the epidemy of rest and relaxation. The sun, sand, and ocean waves can wash away the stress of our everyday life. I’m not in that group of people. Sand and myself are mortal enemies that have been in a battle since my teenage years. Thankfully, games like Beach Day from CakePie Games exist so I don’t have to actually be on a beach to enjoy this atmosphere.

    Beach Day is a tile placement game for 1 to 5 players that’s illustrated by Ammon Anderson (Gnome Hollow) and designed by Brennan Smith and Josh Bowman. This small box game brings all the joy of the beach as you chase victory points and stay away from pesky sand.

    Beach Day tableau

    Fun in the Sun

    Each player is adding cards to their own beach tableau on their turn, chasing five global goals and their own unique goal. You’ll receive two crab cards at the start of the game, discarding one and keeping the other. This is a personal scoring goal that is unique to just you.

    Everyone starts with a single tile 2×2 card that is marked with a sea turtle in one of the corners. This sea turtle is important and can never be covered by another card.

    Beach Day draw pile

    On your turn, you can take two cards from the top of the draw pile, placing one and discarding the other to one of the two discard piles. OR, you can take and place one of the top cards on either of the discard piles. In adding a new card to your beach, you can place it adjacent to another card or overlap another previously placed card. Overlapping is generous in this game since you can cover one or more of the four squares on a card. You can never place a card diagonally adjacent or tuck a card under another previously placed card.

    Beach Activities

    On the cards in Beach Day, you’ll find beachballs, sand castles, pools of water, shells, sand dollars, and even trash. Each item on the beach has a different method of scoring based on the goal cards that were chosen at the start of the game. Beachball halves need to be paired with another half in order to be scored. Sea shells score the most when grouped in contiguous paths.

    Beach Day shell scoring

    Don’t forget about your crab card! That secret scoring criteria can be helpful in outscoring your opponent. Players will watch how each beach is being built at the table. In many of our games, the score has been tight and competitive which is exactly how we like our games.

    Since the goal cards in the game are double-sided, players can pick their favorite scoring cards each and every game. Once you get a couple games under your belt, you’ll start to enjoy some goals more than others. The game gives you the agency to just pick your favorites and run with it.

    Beach Day scoring

    After the draw pile is empty, players score based on the goal cards and crab card that each player has. The highest score wins.

    Final Thoughts

    Like a day at the beach, Beach Day is a relaxing and breezy time at the game table. The small box makes this a great game to throw into a bag or to play over a meal. It’s easy to understand how everything is scored and the placement rules are straight-forward.

    Beach Day crab objective

    Beach Day is a filler game that is going to check a lot of boxes for anyone looking for a quick game that you can take on the go. The gameplay and theme absolutely go hand-in-hand with this release.

    Beach Day is being funded through Kickstarter starting in June from CakePie Games. Check out the campaign today.

    A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.



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  • Everdell Duo Review – One Board Family

    Everdell Duo Review – One Board Family


    Everdell has been a huge presence in the hobby since its release in 2018. With more than half a dozen expansions and multiple editions of the game, it’s tough to know where to jump into this award winning worker placement game. Thankfully, Everdell Duo is a less intimidating 2-player game that seems to be a prefect ramp into this universe.

    Everdell Duo - player hand

    Woodland Communities

    Everdell Duo is a 2-player focused experience where players are building their forest focused communities over the series of four seasons. One player takes the role of the tortoise while the other player plays as the hare. In the competitive play mode, players work to build out their woodland village with structures and inhabitants. You’ll have three workers to place and a variety of resources that can be earned and spent.

    Everdell Duo - central meadow board

    Cards are available from a draw deck or from the central board. These cards each have a cost that has to be paid before they are added to your tableau. Cards offer end game scoring, new worker placement spots, resources, or coins (which are your victory points). Like it’s older board game sibling, Everdell Duo is an incredibly cute game. With artwork from Andrew Bosley and Enggar Adirasa, this game draws you into its nature themed world.

    The Sun and the Moon

    Each round of Everdell Duo is tracked using a sun and moon token that moves through the center of the board. When players place a worker, the moon token moves along the track. When a player plays a card, the sun token moves along the track. Picking up a card from the deck or meadow (board) allows the player to advance either token, their choice. These sun and moon tokens keep the game moving and have strategic value as you try to lock out your opponent from using their final worker.

    Everdell Duo - sun and moon trackers

    There are standard worker placement spots on the board along with two river spaces that get swapped out each round. Players are primarily collecting resources from these spots. Berries, twigs, pebble, and resin resources are used throughout the game to pay for cards and add them to your tableau. I’m a big fan of how tactile these resources are.

    Cards are either categorized as creature or construction. These cards offer new worker placement locations, production bonuses, additional resources, coins (victory points), and end gaming scoring. Finding synergies across these cards is a big part of the game.

    Everdell Duo - resources

    Seasons Come and Go

    Across the top of the meadow is a set of locations where players can claim events that are randomly chosen at the start of the game. Players can claim these events if they meet the requirements of the tile, resulting in additional victory points. Since these are first come, first serve, players want to commit to chasing specific tiles as they build out their tableau.

    At the end of the fourth season, players count their victory points, coins, bonuses, awarded events, and any end game scoring from cards.

    Everdell Duo - four season tiles

    Everdell Duo is a really straight-forward 2-player experience with great components (for the most part). While I love the high quality resources in the game, it feels like the sun and moon tokens could have been a little better. These are just cardboard trackers and pale in comparison with the resource components.

    The sun and moon tracker is being moved each and every turn and is an important part of the game. It’s also the item that is forgotten about the most often. I’ve played Everdell Duo against four different people and moving these trackers are forgotten about a few times each game. It’s an upkeep step that is often tough to remember.

    Cooperative Gameplay

    In the cooperative game mode, both players are working together to build a single city that is flourishing with life. Players work their way through a book that has over a dozen chapters which guide the players through a story. You’ll have goals to achieve, and the setup will be slightly different each time.

    Everdell Duo - campaign book

    Players will deal with skunk tokens that block out different locations during the course of the game. The skunks get in your way and keep you from getting exactly what you need. You can choose to take on a single chapter or work through a campaign where you name your city and track your progress over time.

    This co-op experience is a great option for players who are looking for a new way to play. It works really well and is perfect for players who don’t mind working together with another person. This is also a great option for anyone who wants to play the game with a younger gamer. Some chapters allow you to share resources or cards, while other chapters are more restrictive.

    Final Thoughts

    Everdell Duo has quickly become part of our weekend gaming rhythm. Erin and I really enjoy playing this game over breakfast during a chill weekend. The game has enough cards that it’s impossible to see all the cards during a single game. There is a lot of replayability because event cards and the river location tiles are randomized each game.

    Everdell Duo - tableau

    With two different ways to play, Everdell Duo is a great option for players looking to change things up after a couple of games. While jumping into Everdell feels a little intimidating, Everdell Duo is a fantastic way to experience this world as a newcomer.

    If you already own Everdell (along with some of the expansions), I’m not entirely sure Everdell Duo is a must buy. This new game does a great job of removing some of the “fluff” of the original and streamlines the game in plenty of ways. The setup and speed of play is the biggest selling point when compared to the original. If these aspects are important to you, you should check out this release.

    For gamers who play games at the 2-player count often, Everdell Duo is an excellent purchase. The setup is quick, the mechanics are clean, and the game is one that we’re going to enjoy for a long time.

    Everdell Duo is now available at your local game store or through the Tabletop Tycoon webstore.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Mostly great components and excellent art
    • Variable events and river locations each game
    • Speedy setup and smooth gameplay

    Lows

    • Moving the sun and moon tokens are often overlooked
    • Wish the box had some level of organization

    Complexity

    2 out of 5

    Time Commitment

    2 out of 5

    Replayability

    4 out of 5



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  • Parks Second Edition Review – One Board Family

    Parks Second Edition Review – One Board Family


    Parks was a monumental hit for Keymaster Games when it was released in 2019. We backed the original printing while on Kickstarter and it quickly became a game night staple. Parks is still one of my wife’s favorite games of all time.

    The second edition of Parks was released this Spring and this box contains more than a minor facelift for this modern classic. In this review, I’ll cover some of the changes to the game and hopefully help you decide if this new edition should hike its way into your collection.

    Parks 2nd Edition - hikers

    A Hike in the Woods

    Throughout a game of Parks, players are hiking trails, collecting tokens that can be turned in to experience National Parks that roll out during the game. There are gear cards that help you along the way. Players can take photos that are worth victory points at the end of the game. In the original game, you would hike the trail a total of four times, with each trail being slightly longer than the last.

    In Parks Second Edition, you can tell that time and experience has led to a tighter and more refined game. First off, the rulebook has been tweaked, refined and structured in a way that is easy to digest. Instead of taking four hikes on trails that grow throughout the game, players now hike three times on a trail that has a set number of spaces. The overall playtime doesn’t seem to be impacted and we never felt like we were missing out on the fourth hike of the game.

    Parks 2nd Edition - seasons

    The trail is now built into the central board and the perks at each trail site are tied to tokens that are distributed before each round. You still get the variability, it just happens differently. Players are still given two hikers to walk the trail, with the ability to extinguish their campfire if you want to share a space with another hiker. Landing on a trail site lets you take the action on the token and collect any weather tokens that are available from the trails setup at the start of the round.

    As you reach the trail’s end, you’ll get to determine what final action your hiker takes and gain a bonus if you’re the first to take that action. Once there is only a single player left on the trail, they proceed to the trail’s end to take their final action(s).

    Parks 2nd Edition - park cards

    New Additions

    In the six years since Parks original release, we’ve seen two different expansions that add new mechanics and depth to the game. Inside this second edition is a good chunk of the content from those two expansion. Some of the cards from the Wildlife expansion is present in the game as well as the camping mechanic from the Nightfall expansion. Keymaster Games has also included a specialty die that was part of the Trails game published in 2021.

    Not every element from these expansions came over and I think this is a good thing. It feels like the best parts from each of these properties made the final cut. The Camping Mode is something that you can add into your game or leave out entirely. Your choice.

    Parks 2nd Edition - camping expansion

    When your hiker lands on a trail site with a tent token, you can take the normal resources on the site or utilize the tent to take the resources on any open Campsite. Adding in this bonus content and rebalancing the game feels really good.

    Players will notice a new Passions card in this new edition of the game. This replaces the goal cards from the previous edition and is given to players at the start of the game. Completing a Passions card allows the player to earn a gear effect or earn an end game bonus.

    Parks 2nd Edition - player board

    The Upgrades

    Let’s talk about some of the upgrades that Parks Second Edition brings. First off, I really love the player boards that come with this new edition. These boards show a backpack representing the number of tokens you can carry along with your canteen on the left side of the board. Visually, these are excellent and the canteen mechanic has been revamped.

    When gaining a canteen, players now add a token from the central board onto their player board. When you add water to your canteen, you can trigger the tokens in that row, earning those bonuses. This gives players more control and agency as they plan for future rounds. Each canteen has three rows, allowing for three different combinations of tokens that can be paired up.

    The camera from the original Parks has been replaced with the Shutterbug token. This token gives the player holding it the ability to take a second photo each time they are given this opportunity.

    Parks 2nd Edition - cards

    Probably the most divisive change in this new edition has to be the art and illustrations on each of the sixty-three parks cards. The original game was built off of the Fifty-Nine Parks series. This series of art prints brought together some incredible artists that has raised more than $225,000 for National Parks since 2016. This artwork is beautiful, inspiring, and at times, inconsistent.

    This artwork was part of a licensing deal that made Parks stand out within our hobby. While I loved the original art direction, I think that the artwork from Josh Emrich and Lisk Feng is stunning. As a package, the artwork and design works together so well. Each National Park card feels unique but there is a cohesiveness that wasn’t their in the original game.

    Parks 2nd Edition - components

    Art is so subjective and every person will have an opinion on which version they prefer. I personally feel that this game is more consistent throughout because of the focused work of the two illustrators who worked on Parks Second Edition.

    Final Thoughts

    As a fan of the original Parks, this is an easy game to suggest for nature loving board gamers. I think the changes inside this box make sense as Keymaster Games moves away from licensing agreements that could challenge future printings and expansions of the Parks game line.

    Parks 2nd Edition - board

    Parks Second Edition is a streamlined, well built, and cohesive game that improves on the original. The MSRP of $50 to $59 for this new edition may feel like a lot for a person who owns the original. The first edition of Parks is not broken and is still a fantastic game. More than anything, this new edition feels like an upgrade that is preparing for more Parks content in the future. That’s something I’m excited about.

    Parks Second Edition is available now at your local game store, on the Keymaster Games webstore, or at your local Barnes & Noble.

    Highs

    • Gameplay feels streamlined, refined, and cohesive
    • Player boards and new canteen mechanics are excellent
    • Minimal setup for the trail between rounds
    • Entire package is top of the line and beautiful

    Lows

    • Art is subjective and some won’t like the change

    Complexity

    2 out of 5

    Time Commitment

    2.5 out of 5

    Replayability

    3.5 out of 5



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  • Birdy Call Party Game Review


    You’ll like this if you like: Making silly noises and laughing with your friends!

    This is a free review copy. See our review policy here.

    Birdy Call is a silly, funny, and noisy party game where you need to impersonate Bird noises. You will either love it or hate it. But I would challenge anyone to watch others playing it (who are enjoying themselves) and not laugh! It is that sort of game. SO, let’s get it to the table and see how it plays.

    Birdy Call Party Game Review

    Decide if you want to play with the advanced Eggstra birds or not. I suggest taking a few out, but more on that later. Shuffle the remaining cards and deal them out to the players based on player count Seven each for a three player, Five for a four player game, and four each for five to six players. Place the 25 eggs into the centre of the table, and you are now ready to play.

    Players now play in real time, looking at all of their cards at once. First, check for any pairs in your hand. If you do have any, place them down and claim an egg. Then draw back up to the hand limit. If you don’t, pick one and start making the noise as described by that bird’s call on the bottom of the card. You can do this however you feel is best. Up to you! Whilst you are doing this, you must be listening out to the other players’ calls and trying to find a match to the call you are doing. You can move onto another card whenever you wish, and start trying a new call. But if you hear another player make a call similar to one you previously made, quickly find that card in your hand again, and make that call again to see if you have a match. If two players think they have a match, place your cards face down on the table in front of each other, flip them, and if they are indeed a match, both players claim an egg. Draw back up to your hand limit again, and go again. This continues until all eggs are claimed and the player with the most eggs wins.

    Birdy Call Party Game Review

    There are five Eggstra cards. I recommend using just two of them. Here is how they work.

    Waven – This is not technically an Eggstra bird, but it sure is different. Wave at other players instead of making a noise. Simple fun. Throw it in the deck.

    Parrot – You can mimic any other player’s call when you have a Parrot in hand. When you reveal your cards and you reveal a Parrot instead of the actual card, the tricked player takes their card back and must pay you one egg. The Parrot is discarded. I do not get this at all. The other player can do nothing about this. It is just annoying. Very strange decision to include in this game. It winds kids right up. This card alone brings this game down a full mark in its overall score. Sure, you can just take it out, but its inclusion annoys me that much.

    Hawkward – Fantastic name, annoying mechanic. When you have this card, play it face up in front of you, and start counting down from ten to zero, in silence. If each other player notices this (which they always will) and also falls silent and places their cards face down on the table, then this card is discarded. But if someone does not notice and keeps playing beyond these ten seconds, they must then lose two eggs. Not as annoying and mean as the Parrot, other players do have some agency here. But as I found, most players mostly notice, bar younger gamers, it is just pointless, slows the game down, and on the rare occasions it does work, just annoys people. No one gains anything. Some players may just lose something. Terrible addition. Another point lost from the overall score.

    Birdy Call Party Game Review

    Peacock – OK, finally, a fun card! When you play your Peacock, hold your cards above your head like a group of feathers and shout the Peacock’s call. The first player to respond with the same action and call receives an egg, with the player who played the Peacock also gaining an egg. They don’t need a Peacock card themselves to do this; it’s simply a race. It’s fun, players gain things, and it is funny. Great card.

    Robin – Play it, try and steal an egg from another player. If they spot you, you have to return it. If not, it’s yours. Zero jeopardy. You either steal or don’t. The person defending gains nothing from spotting you. It’s just annoying and feels like organised cheating, but not in a fun or clever way.

    Birdy Call Party Game Review

    Is It Fun? Birdy Call Party Game Review

    I want to love this game. We have had some games where we were all in hysterics. And I can see myself taking this with me to many holidays, parties, dinners, and events and having a blast with it. I just hate the fact that three of the extra birds are so bad. I mean, really bad. Sure, just take them out. But wow, come on. Who thought this was a good idea for a family-level party game? Who in testing thought that was a good idea? Take-that can be fun at times, but it needs some thought. Some two-way jeopardy. Not just a chance to steal stuff with no consequences. Or a card where you can flat out lie to another player about a card you have and then take an egg from them when they fall for it, with them having zero chance to block, defend, or know this is what is happening. Utterly ridiculous. I may simply burn these cards and pretend they never existed. Because the rest of the game is joyous, innocent fun. And these cards do not belong in this game at all.

    It blows me away that these cards were chosen to be included. Some other cards could very easily have been added in that add positive effects that are funny, then benefit all players. Why anyone thought these effects added to the game genuinely blows me away, and honestly annoys me.

    Birdy Call Party Game Review

    As such, I am giving this a six. I wanted to give it an eight. For a party game, if you like simple, silly fun, where you are happy to make silly noises and laugh at others doing the same, whilst they all laugh at you doing it too, this is perfect! But it does lose those marks as I should not have to remove cards from a game to make it better. The cards are optional, but their sheer existence annoys me that much. And other cards that offer mutual benefits and more fun would have been welcome. the game needs extra cards to add to the wrinkles. And it sadly now doesn’t have them due to this lazy and uneducated design work.

    OK, rant over. I think you get the message. Great fun game. Cute, bright and vibrant art. Decent card stock. And worth a look if you like this sort of thing. And do tell me if you try those other cards and find a different experience. I would love to know.



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  • A Perdition’s Mouth Card Game Review


    You’ll like this if you like: Campaign games with clever card play.

    This is a SPOILER FREE free review copy. See our review policy here.

    Perdition’s Mouth: Abyssal Rift came out in 2016. It is a much-loved miniature-based dungeon crawler. It tells a story over a campaign of ‘diceless’ adventures! Well worth checking out if you enjoy that sort of thing. I have not played it myself, but heard good things. Anyway, Beyond the Rift carries on the story right from the point the previous game ended. The tutorial game for Beyond the Rift seems to be moments after the story had previously ended. If you played Perdition’s Mouth and enjoyed it, this may be something to look out for. But for those of us who have not played that game, this is a standalone game, and you do not need any prior knowledge to enjoy this game or the story it tells. But I do sense it would be better having played both. So, with that said, let’s get this to the table and see how it plays.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    How To Set Up Beyond the Rift

    There are a number of scenarios to play out in this game. Pick the one you want to play, ideally in order! And then set up the game according to the chosen scenario’s instructions as shown in the scenario book. You will not be able to play certain scenarios unless you meet the shown criteria. Generally speaking, having played the scenarios leading up to this one.

    Start by shuffling and placing the Enemy Deck and Terrain Deck as directed by the scenarios specific set up. There will be different Terrain and Enemy cards in each scenario. Then, shuffle and place the Wound Deck, followed by the Fatigue Deck. Position the Threat Sheet and set the Threat level by placing a wooden cube on the appropriate space of the Threat track. Shuffle and place the Response Deck.

    Each player now selects a hero and takes the corresponding Hero Board and Hero Deck, there is a bespoke deck of cards for each hero, along with a matching wooden cube. Now, shuffle your Hero Deck and draw your starting cards equal to your current hand count as dictated by the player count. All Hero Boards start on their standard sides—alternate sides can be unlocked during campaigns, indicated by a red glow on the hero’s name or globe. Players then set their Action Points to the starting value as shown on their Hero Board by placing the wooden cube accordingly.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Finally, ensure there is enough space for each player’s Hero Area, the Quest Area, and individual discard piles for each deck. Once everything is in place, you’re ready to begin!


    How To Play Beyond the Rift

    The game runs through five distinct phases until the specific criteria in the chosen scenario are met. In the opening scenario, you are trying to defend against the attacking enemies while moving through the various terrain, specifically doors, until there are no more doors left to move through. This simulates you running out of danger, through various rooms, and into freedom. It’s a very cool system. If you are ever to draw another terrain card and there are none left, and your threat level has not risen beyond a specific point, the heroes win! Essentially, you got through all the rooms. Clever huh! Other scenarios use a similar techniques to simulate time passing, moving from room to room, or various stages of battle.

    The first phase is the Hero Phase. This is where you will do all the cool things with your cards that you want to do each round. Each Hero has their own number of Action points, represented in the game by a star surrounded by six small dots. You can spend these Action points now to play cards, largely to attack enemies, but also to destroy terrain and more. Each Hero will have their own Special Action as shown on their Hero board, which they can carry out one time per round. You can also pay Action points to discard cards to draw more if you don’t have the right hand. There are also plenty of cards that let you gain additional Action points, so you will find your turns can become quite exciting and complex quite quickly!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    When you play an Attack card, you need to consider the position of the enemy you are attacking. If they are in the central area, they are two spaces from you. You can pay action points to draw an opponent into your action area, or use a ranged attack to target them where they are. You will then need to play an Attack card with a primary attack cost. Action points are shown on the top left of the card in order to use the card. Other cards will have secondary costs, and they can be used to supplement this attack and make it stronger. There are also secondary cards you can use to gain additional cards and action points as part of the attack, and some cards that can be reused if you are successful with the attack. Take note to read each card’s text carefully.

    You will then target a specific enemy, unless you have a card allowing you to attack multiple foes, and then draw a response card for each enemy you are attacking. This will amend their own defence, seen on the enemy cards next to the shield. Total their complete defence against your attack value, and if you have a higher score, your attack succeeds. Draw a wound card for each enemy you successfully attack this way. This is slipped underneath the enemy’s card, with the bottom part visible, thus altering the enemy’s stats. If their health drops to zero or below at this point, the enemy card is removed from the game. If not, they remain in play, now with reduced stats, ready for a second attack.

    Players can take as many turns as they like, using cards in this way, until they either decide to stop or run out of action points. You can take turns, have one hero run fully until the next begins. Whatever works for your group. Heroes can also aid other heroes’ actions by playing primary cards within range of the attack in the usual way. You can also play this game solo very easily, either with one or two heroes, or however you wish. It is all very flexible, and each scenario has a great setup guide for the number of heroes in the game and the difficulty level you want to play.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    The second phase is when the Enemy has their chance to attack you. If none are left, they do nothing, but if any remain, then look at the scenario you are playing and draw a response card to see what the enemies will do. There will be a table for each scenario that will detail the action of any remaining enemy, based on what response card you draw. They may engage with you, disengage if already engaged, or more commonly, attack. Actions will happen in later scenarios. When they do, draw a response card for each enemy that attacks you, and compare their attack value on their card and the response card against any shield cards you may have left to play. If they are successful, draw one of the same Wound cards that you use when you attack them, but this time add it to your hand. And you won’t just add one for each successful attack. You add a card that represents the difference between the enemy’s attack and your defence. These cards stay in your hand and clog up your opportunities. You can play them, moving them into your discard pile, but they won’t do good things! If ever you draw a hand of nothing but Wound or Fatigue cards, more on that soon, your Hero, and therefore, entire missions, fails.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Phase 3 is the Quest Phase. Here, you will follow the scenario book again, and based on the current Threat level, you will do a specific thing, generally bringing more enemies and terrain into the mix! More will happen in later scenarios, but no spoilers here!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Next is the Draw Phase. Here you will check the number of unused cards you had from the previous round and then reset your Hero’s action points. This will be their starting points, plus one extra for each unused card. However, one hero gains two per card. Then draw your hand limit again, even if you have leftover cards. Now discard down to your hand limit from the leftover cards and recently drawn ones, forming a new hand for the next round. If you don’t have enough cards to draw your full hand, shuffle your discard pile and go again, but this time adding in two Fatigue cards into your deck. These will clog up your deck in a similar way to the Wound tokens. Then finally, it is the End Phase where typically the Threat level will increase.

    Players will cycle through these phases until the scenario comes to an end, either through a hero dying, or the scenario criteria being met. You will then read through the end of the scenario text, gain any end of scenario benefits, then move on to the next scenario. Heroes’ decks continue from scenario to scenario, so wounds, fatigue, and any items you pick up may well stay with you, but there are ways to get rid of the bad stuff and gain more good stuff!

    The scenarios offer narrative choices at the end. You can either move on to scenario 2a to do one thing, or 2b to do another. This will change your path permanently in the game, but you can of course go back and replay a mission and make other choices if you want to reset things, which is easily done. You can change heroes in between missions or keep the same one. Changing player count is also very simple.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Is It Fun? Beyond the Rift: A Perdition’s Mouth Card Game Review

    This is a fantastic game. The card play is amazing. Quite simply, genius. I adore how the scenarios play out and how, when you think you are out of cards or action points, something happens where you find a way to do one more action. Cards spiral into others, and actions fall into a beautiful combination of multiple hits, attacks, and enemies defeated. It’s so clever, so fast, so simple, and so satisfying.

    The storytelling in the scenarios is great as well. The text is interesting, well laid out, and short. You will find the story adds to the game and does not take an age to get through. It is a little odd when it talks about a hero you are not playing with, but that obviously cannot be helped.

    Each of the characters has their own unique deck, as well as their own special power and unique ability to advance in the game (by flipping their character board over to reveal new powers). They also all have their own cards. It makes the game feel incredibly rich and makes each character, obviously, feel very much like their own different entity.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    As you play, you can work together, sparring off each other’s moves, or focus on different enemies and plans. You can assist other players’ attacks, or in solo, just do your own thing. Both work, and both experiences are smooth, enjoyable, and absorbing. I have found some missions to be quite simple, but it is so easy to adjust the difficulty setting as you improve and always set the game to be at the right level of challenge you are after. Others are much harder.

    If you lose, which I did a fair few times at the beginning (at the end of the first mission), I found the experience to be challenging. It made me want to play again. I felt no frustration or like it was a waste of time, as I often do in other campaign games where you have to replay missions. Rather, here, I was left energized to try again and think of ways to get better. The final battle at the end of the first scenario took three attempts, for example, so early on in the game, I was challenged to either get better or give up. I had a 100% sense of purpose to just get better. The game really grips you.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    But it is those endless turns that make this game feel so special to me. When you think you are coming to the end of your turn, either your cards are running out, or your action point total is dwindling, you can often find ways to just keep going. Ideally, you will not leave enemies alive, or things not done. You can do as much as you want on your turn, so long as you have the action points or cards to do so, and the enemies and game don’t have a chance to react until you end this phase. So, do all you can. And often, one card that gives you action points, or one attack that gains you more cards can do just that. You can keep going for one more attack, or two, or more! It’s amazing what you can do once you get the hang of your character’s cards and how they combo with each other. It is genuinely so satisfying!

    I still have a bit of the campaign to do, and some characters I have not used as much yet. But I plan to eke out as much gameplay from this box as possible. And when I am done, I will go again. This is not a once and done. Sure, the story can only be told once, but the spiraling branch of the scenarios means you can go back and do them again, and take different paths, play with different characters, and have a completely different experience. But even if I play the same mission over and over with the same character, I will still have fun. This is just such a well-built and well-constructed game with brilliantly tight mechanics, tension, card play, and game length.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    I am amazed this game is not well known. I can only surmise it is the art style. The cards are quite bland, mostly with just text. And the things with art, it’s all a little brown, beige, and generic. The enemies are straight out of “who are the baddies in this fantasy film again?” and there is not a lot of original thought in the lore. But take that aside, the game itself is fantastic, and I love it.



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  • Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review


    Player Count: 1-2 (4* with second copy)

    You’ll like this if you like: Something small deliver somehting that feels bigger

    This is a free review copy. See our review policy here.

    Kinfire Delve uses characters from the Kinfire world, as seen in Kinfire Chronicles and Kinfire Council. There are three games in the Delve system; here we are looking at two of those: Callous’ Lab & Scorn’s Stockade. They all work the same, offering two heroes known as Seekers to play with, and one bad guy to fight, known as Masters. They are all standalone 1-2 player games but can be combined simply to offer more variety or to boost the game up to a four-player experience. So, with that said, let’s get these to the table and see how they play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Set Up Kinfire Delve

    First, separate all the different cards, as shown by their different card backs. There will be three cards for the Master; shuffle them up and pick one at random, placing your chosen one face down in the centre of the play area. Now, take the Well deck, which will be the biggest one. Give this a good shuffle and remove the top three cards. You can remove more for a shorter game if you wish. Then place four cards face up surrounding the Master card, above, below, and on either side of it. Place the rest of the Well cards in a face-down deck next to this. Now find the Master’s four final Gauntlet cards and set them aside on the table to use later. Next, set aside the progress tokens, and place them in two separate piles to the side along with the dice. One of the dice, the black one, represents your health. Set it to 10 for a normal game, 8 for a hard one. This is a group collective health so doesn’t change with player count. If you took more than three cards out from the Well deck for a shorter game, you must now remove two from your health total. Now, place out the Exhausted cards, shuffled in a face down pile.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Finally, each player takes one of the two characters. Or, you can use characters from other boxes if you prefer. Remove their character card, placing it face up in front of you, and their Lantern card, placing it face down beside this. The Lantern card is a powerful card you can use when charged up. This will be self-evident, generally by doing something as shown on one of your other cards, but you will generally only get to use it once or twice if you are lucky per game. Then shuffle the remaining 18 cards and draw seven into your starting hand. One more for a single-player game. One less for a three-player game, and two less for a four-player game. You are now ready to play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Play Kinfire Delve

    Players will now take turns interacting with one of the four cards surrounding the Master card. These will either be Event cards or Challenges. Event cards will detail what they do and how they work on them. To interact with them, simply do as the card says on your turn. When you choose a challenge card, it will have either a red, green, or blue border. On the top left, it will also show the challenge score you need to equal or beat. There will also be some text on the card that details more effects of how the challenge works. If the text is in bold, this card will have an effect in play all the time the card is here, whether you challenge it this turn or not. It could affect other challenge totals, so be sure to read all bold text out when you play any new challenge card down.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    OK, now that you have picked which challenge card you want to interact with, you can make a choice. Do you want to play one of your cards from your hand to help complete this challenge? The challenges will come in all types: Combat, Obstacles, Puzzles, and Traps. You can only play a card that matches the colour, but it could be any type. Although, some cards and characters do better against certain types of challenges. If you play a card, it will have a number on the top left that will reduce the challenge card number by the same amount. If you play a card, and you don’t have to, the other player(s) can now choose to boost this card if they want. In a solo, you can boost yourself. In multiplayer, only other players can boost. You can boost with one or two cards. No more. If you boost, you are looking at the boost score on the bottom of the card. Everything else on that card becomes redundant. Again, you need to match the colour of the challenge with the colour of the boost card. Note, white is wild for all effects like this. Any boost played at this point will add to your total of what you are chipping away at against the challenge card’s total. Now finally, you MUST roll the dice. Whether you played a card or not, whether you had your card boosted or not, you must always roll dice.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The dice faces show colours matching the challenge cards, as well as one that shows a white and black face. The whites are wild and can be added to any matching colours rolled to add to the total of your attempt at that challenge. The black dice may have a counter effect. Check the current challenge card’s text, the face-up text on the Masters card, and on any other cards you may have played at that point. If you successfully meet or exceed the challenge, then you will gain the reward as shown on the card. This will mostly be to discard a certain number of cards from the Well deck, to delve down deeper, quicker. If you did not, add challenge tokens to the total you met to the card to show the progress you made. Your attempt was not in vain, but the card will show a fail effect that you must now take. This could be to lose health, discard cards, or some other effect.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Once this is done, replace any of the four cards around the Master that may now not be there with the top card from the Well deck, and play moves to the next player. Note, there is no drawing back up to your hand limit or anything like that. Players need to manage their hand carefully, using various powers to draw back up cards and help their fellow Seekers gain additional cards. If you ever run out or decide you want to get more cards, you can draw back up to your hand limit, but you must also draw the top Exhausted card, read it, and place it face up for all to see. These are always bad and can sometimes mean you immediately lose the game if you get too many. If you do this, you can then take your turn as usual. It does not replace a normal go.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    If you ever get to a point where you need to replace a Well card and there are none left, then you can discard any remaining Well cards left face up in the play area, and replace them with the four Gauntlet cards you set aside during setup. Place these around the Master and flip over the Master card to reveal which of the three Masters you are facing this time. Read the text on all cards to see how you will defeat the Master. Each one has a different effect, strength, and weakness.


    If you can defat the Master you win the game. If at any pint you run out of your health, or a Exhausted card tells you, you will lose the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Is It Fun? Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review

    The cards in this game look absolutely gorgeous, showcasing a vibrant array of colours and intricate designs that immediately capture the eye. The attention to detail is evident, making each card not only functional but also a visual delight. The lovely, matt card stock used contributes to a premium feel, along with the foil effect present on the back of some cards. This shimmering detail adds a touch of elegance and sophistication, enhances the visual appeal and also creating a tactile experience that is pleasing to the touch.

    The game comes packaged in a thick, sturdy box that is designed to withstand the rigors of transport and storage. Its actually a little hard to pry open due to the thickness of the stock, but feels great. The dice are nicely screen printed, which adds another layer of quality to the game components. However, it is worth noting that, while the printing is sharp and clear, players should handle the dice with care. Over time, I have found dice with screen printing can wear off if not treated cautiously.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The method of tracking health with a D10 is somewhat rudimentary. While it serves its purpose, some players may find it lacks the sophistication or ease of use that more advanced tracking systems could provide. A more innovative approach to health tracking could enhance the gameplay experience, allowing for smoother and more engaging interactions during play.

    The challenge tokens, while functional, are a little basic in design. They serve their purpose but do not stand out in terms of creativity or visual appeal compared to other components of the game. I would be keen to an upgrade on the challenge tokens and dice one day!

    Overall, despite some minor critiques regarding the health tracking system and the design of the challenge tokens, the production quality of this game is amazing. The combination of beautiful cards, sturdy packaging, and well-made components creates an impressive package. The attention to detail in the design and production process reflects a commitment to quality that is commendable and enhances the overall enjoyment of the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Game wise, this experience is nothing short of amazing. With just 18 cards at your disposal, the possibilities are extensive and varied. The depth of strategy that emerges from such a compact deck is truly impressive. Hand management becomes a crucial aspect of gameplay, as players must skilfully navigate their strengths and weaknesses of their character and current hand, while also considering those of their teammates.

    Players can easily adjust the difficulty to suit their preferences or the experience level of those involved. This adaptability ensures that both newcomers and seasoned players can enjoy the game without feeling overwhelmed or underchallenged. The different sets offer different challenges too.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    As you race through the well deck, it becomes evident that you will only encounter approximately 25% of the cards during any given game. Roughly speaking! This limited exposure means that each session feels unique, as you are likely to encounter cards you haven’t seen in quite some time, or ever! The element of surprise is amplified by the timing and combination of cards that surface, creating an unpredictable and exciting atmosphere. This unpredictability enhances the replay value of the game, as players are encouraged to adapt their strategies on the fly. Some cards need others to come up to come into affect, either for you or against you. This unpredictability is a brilliant addition to the dynamic of the game.

    The inclusion of three different master cards in each box adds another layer of complexity and excitement to the game. Each player’s experience can vary significantly based not just on which master they choose to face, but also on which master card they draw, creating a delightful sense of anticipation each game. The uncertainty of which master card will appear when you reach the bottom of the well, keeps players on their toes, as they cannot fully plan their endgame strategy until they are right in the thick of it. This dynamic interplay of cards further ensures that no two games are ever the same, further enriching the overall experience.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The clever card play mechanics are truly genius. Each card is designed with intricate details that enhance gameplay, featuring unique bonus effects and smart interactions that encourage players to think creatively. The ways in which cards can be played and combined open up a myriad of tactical possibilities, rewarding players who take the time to explore the nuances of their options. This clever design makes the game stimulating, allowing players to feel a sense of accomplishment and intelligence with every successful move they make. Its truly wonderful!

    This game is structured in such a way that it can be played in under an hour, (or much less if you lose fast!) making it an ideal choice for both casual gatherings and more serious game nights. The setup process is quick and straightforward, and teaching the rules to new players is a breeze. With its engaging mechanics and the continual surprise of new card interactions,

    added to the combination of strategic depth, customisable gameplay, and clever design elements not only makes this game a joy to play but also ensures that it will be revisited time and time again by anyone who gets their hands on a copy. I am delighted I have two! I must seek out the third now!

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The only reason I do not rank this higher, although 8.5 is pretty high, is that the games can be very tense. And that is great! But then, after an hour, if you lose on one unlucky roll, or one unlucky card draw, it can be tough to take. This doesn’t happen much. Once in ten so far for us. But it was frustrating. Generally, you make your own luck in this game. And games are short, and easily played again when things like this happen. But I would like some more dice mitigation. There is some, but not much, and not for all characters. Also, the Exhausted cards in some games are a lot more interesting then others. Some just kill you if you have too many. That felt lazy to me. Others, actually have some interesting affects in you as you play.



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