1 player Archives - Unfiltered Gamer https://unfilteredgamer.com Mon, 08 Sep 2025 01:43:27 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Vantage https://unfilteredgamer.com/review-vantage/?utm_source=rss&utm_medium=rss&utm_campaign=review-vantage https://unfilteredgamer.com/review-vantage/#respond Mon, 08 Sep 2025 01:43:27 +0000 https://unfilteredgamer.com/?p=23995 The post Review: Vantage appeared first on Unfiltered Gamer.

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Publisher: Stonemaier Games
Player Count: 1-6 Players
Game Length: 2-3 Hours
Complexity 2.25/5

In this narrative-driven, open-world, exploration game, players must navigate the terrain of a distant planet, choosing their own path, meeting strangers, gathering resources, gaining companions, surviving the elements and exploring the great and the small of these mysterious surrounding.

Vantage isn’t your typical structure-based, strategy game. While there are mechanics and turns, it certainly doesn’t serve up the gameplay as the main course. This is an experience where the story is the game and developing it within the very loose structure is where the appeal will lie.

While some might be quick to write this off as another “Choose Your Own Adventure”, it couldn’t be further from the truth. When it comes to world-building in the board game space, Vantage brings a richness and complexity that is entirely unparalleled. It takes you down the rabbit hole and then lets you choose between 6 additional rabbit holes… and 6 more rabbit holes and 6 more rabbit holes after that until you’re completely emersed and at the mercy of your choices.

It’s part RPG, as you’ll equip your character with items you may not know the use for yet, companions who may only serve your benefit briefly or goals you’re not quite sure how to accomplish. These resources not only benefit you for their face-value, but serve as sources of experience and knowledge to help grow and expand your character to satisfy greater and more risky challenges ahead.

This isn’t a campaign, but a series of 2–3-hour adventures that begin in a unique way and playout differently every time. Strangely, despite all these lauded aspects, I personally haven’t run across a game this divisive to the extreme in a while. So, my hope with this review is to showcase the structure of the game, the experiential mindset and construct some expectations to help you determine if Vantage is for you.

ON YOUR TURN

Players have 3 primary areas to consider: The player board which tracks your 3 attributes (health, time & morale), your card grid which displays your character and carry-a-longs and your location card.

Throughout the game, you’ll travel across multiple location cards. Each card features an intentionally illustrated look at that location and a series of 6 actions available. These actions, while expressed differently depending on the card’s context, are rooted in 6 basic game actions: Movement, Look, Engage, Help, Take or Overpower. Your character starts the game specializing in one of these categories, but you have the power to continue on that trek or mold your character as you see fix. Just because you’re one more likely to Engage doesn’t mean you can’t Overpower (fight, etc.) or Help.

You can only choose one action per card per game placing more emphasis on each choice. This means rejecting 5 options, their benefit and their storylines in exchange for the choice that best suits you in a particular moment in time.

Actions are always successful, but like choices in life, always deliver consequences. Once you choose an action, you’re directed to roll a specific number of challenge dice. These challenge dice reflect the action’s investment and effect it has on you personally. Did it wear on your morale, affect your health or take too much time? These are the survival pillars of the game and ultimately exhausting one ends your adventure.

Fortunately, travel and choices breed resources and experience in the form of cards that strengthen your ability to absorb these challenges over time. Gaining a weapon might allow you to place a die when you choose an Overpower action. Gaining a companion might help absorb specific die rolls when you’re in a certain terrain. In a sense, your player grid is an evolving tableau that can potentially pattern your player to better accomplish certain types of actions. Additionally, some cards can be upgraded to more power advantages.

As you choose these actions, you’ll be prompted with a story blurb describing the outcome of your choice. This wildly varies and I’d hate to ruin any surprises, but the outcome could be as simple as gaining credits, a new resource card, whisking you away to a new location or opening a door to a new challenge.

Vantage is very loosely structured, but each game will give you a mission objective as well as possible Destiny and Epic victory conditions. How and if these conditions can be met will be up to you. Vantage is very clear that success in the game is first and foremost dependent on how you define it.

This is only the tip of the iceberg when it comes to your possible experience. There are so many different things that pop up throughout the game that might serve as a side-mission or viable distraction giving you loads of freedom to see this one through as you see fit.

WHY VANTAGE IS FOR YOU?

Vantage is your scene if you love the idea of an open world with minimal constraints and structure. Are you ok with “wandering” just to get a look at what’s over the horizon? Do you enjoy the idea of not just exploring the landscape, but the items you discover and series of side quests that can be embraced without the promise of a resolution? It’s all in the spirit of discovery.

Again, this is a game where the narrative takes center stage. You’re not quite along for the ride as you have plenty to do and lots of choices to makes, but the story is the game. There isn’t anything guaranteed and the satisfaction of the game comes in the unknown and being able to interact based on past decisions or just on plain impulse. It’s a bit of a survival game, but the tone is hopeful and almost joyful. There’s a brightness (even in the darker recesses of the planet) that feels almost leisurely and stress free.

WHY VANTAGE ISN’T FOR YOU?

It probably goes without saying at this point, but If you’re hoping for a strategy game with tight parameters or standard board game mechanics, you’re probably going to be disappointed. Not to say there isn’t strategy, resource management, set collection, optimizing or calculated choices involved, but they’re baked deep inside the cake and often won’t let you control them like you would in a standard board game.

It’s difficult to optimize Vantage, especially given that you’ll want to make choices that go against the strengths of your character. The narrative can sometimes feel random and disjointed at points and that randomness can frustrate your personal objectives.

The last thing isn’t necessarily a hard no, but one to consider. The fantasy/sci-fi heavy theme could be a deal breaker for some. Are you inclined to read a fantasy/sci-fi novel? Because of the nature of the game, I can see this being a deal breaker for some.

MY PERSONAL TAKE AWAY

I love my structured, rules-y, optimization puzzles and Vantage is about a thousand miles in the other direction… but I went in with and open mind. Stonemaier has a fantastic track record and the boldness toward innovation–if anything–has to be respected.

This is one of the most innovative game experiences I’ve seen in a long time. It’s much more interactive than your typical Choose Your Own Adventure. It harkens back to the classic Sierra PC games where you arrive on the scene and interact, but it does so in a much more sophisticated way. It’s deeper and each play is so unique – but not a typical “shuffle-the-tiles”, “add-in-a-new-module” sort of way. In my mind it’s better defined as board game’s answer to video games such as Grand Theft Auto or Skyrim where it’s vastness takes on it’s own personality and can even feel overwhelming.

I’m reminded of a recent game called Mythwind that plays out like Animal Crossing with no decisive ending. You can literally play forever. Mythwind is a bit more gamified than Vantage, but the spirit of ingenuity and innovation is similar. I’m thankful that games like Vantage and Mythwind are attempting to push the boundaries of this space. They’re creating new ways to approach analog gaming and redefine what they’re potentially capable of.

My personal experience playing Vantage strangely had nothing to do with the system. I think the system is fantastic and immersive. It’s a monumental achievement and real work of art. For me, I wasn’t in love with the theme–it’s as simple as that. For the very same reason I love one movie and hate another or obsess over a book and dislike another. I love similar-themed board games, but again, I typically prefer board games where the mechanics are king and the theme can often hide. This is it’s own animal.

The events were often interesting, but circumstances surrounding those events and the characters just didn’t engage me. I understand this isn’t the type of game you can just reskin. Next, we’re getting Marvel Vantage or Cthulhu Vantage! Vantage is what the designer intended it to be. But for that reason, it’s probably not going to be something I take off the shelf too often. I don’t think the time investment is unreasonable, but the time investment combined with the heavily-narrative-driven theme doesn’t get me too excited.

That being said, the accessibility is crazy in relation to the game size. The ruleset is incredibly simple and you can learn, setup and start playing in a matter of minutes. It seems very family friendly and is super flexible at 1-6 players (though I wouldn’t play more 3 or 4 for time purposes). The biggest precept is that you will need to set aside 2-3 hours to play. But if you love the concept and think this is the type of game you’ll find engaging, that won’t be time wasted. Everyone I played with who loves this game (and there are far more than not) felt the time spent just flew by.

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Review: Whispering Woods https://unfilteredgamer.com/review-whispering-woods/?utm_source=rss&utm_medium=rss&utm_campaign=review-whispering-woods https://unfilteredgamer.com/review-whispering-woods/#respond Sat, 30 Aug 2025 20:56:02 +0000 https://unfilteredgamer.com/?p=23989 The post Review: Whispering Woods appeared first on Unfiltered Gamer.

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Whispering Woods
Publisher: Wonderbow Games
Player Count: 1-4 Players
Game Length: 25-40 Minutes
Complexity 2/5

In this crunchy, abstract, tile-laying game you’ll control the movements of spirit animals across the Whispering Woods in an effort to complete tasks, score points and preserve the forest’s peace and safety.

ON YOUR TURN

At its heart, Whispering Woods is a tile-laying game for players who love heavy planning. As you build your animal paths, you’re always considering the next move, next move after that and quite possibly 3 or 4 moves down the line. It can be very AP-inducing, but the game plays quickly and the payoff is very sweet when all the dominos fall in place.

On the surface, It’s not a complex puzzle. On your turn you draw 2 hex-shaped tiles from a community pool and place them adjacent to other tiles in your forest. Each tile is dual-sided. On one side, you have a color and on the other a pattern. Each player begins with a single animal in their forest and you’ll be tasked with building out patterns for your animal to travel. They can move freely across adjacent tiles as long as they don’t repeat any tiles they’ve already used.

Each pattern is worth a specific number of points equal to the difficulty of completing the pattern. So a 3-tile pattern task, while much easier to accomplish, is worth less than a 4 or 5.

You’ll have the option to choose a side of each tile you select and then place them in the forest. If you choose the pattern side, you bring another of your 4 spirit animals into the forest creating more opportunities to complete patterns in the future.

Once a pattern is complete, you remove that pattern tile for scoring and turn over the final tile of the previous pattern creating a new pattern to fulfill. This is where the game gets a bit more spicy. Players are rewarded for completing multiple patterns on a single turn, so stringing together multiple patterns that cascade together across this bee-hive inspired tile-forest requires a rich layer of planning. Add in multiple spirit animals and big-turns are just a few savvy moves away.

At first, it all seems very chaotic, but the game does a great job clearing showing each tile’s pattern on both sides of the tile. This really gives you an opportunity to look ahead and piece together your forest for maximum output. The game almost immediately slows down allowing you to plan and strategize.

Multi-turn scoring bonuses are limited and when a player completes a specific number of tasks the game ends potentially leaving you with that big turn just out of reach. In a strange way, it’s a bit of a race to the finish line.

ARTWORK & COMPONENTS

Whispering Woods features a very simple and earthy-production. The cardboard tiles are nice and thick and are stored in a giant, green drawstring bag. The wooden animal figures are simple yet well done. There isn’t a ton of artwork in the game, but it’s very ethereal and enchanting. The production as a whole doesn’t feel over-the-top, but very fitting for the style and theme of the game.

SOLO MODE

Whispering Woods features a campaign-style solo mode where you’re tasked with achieving certain animal and scoring goals all within a limited number of turns. I don’t love the solo mode as much as the base game since it doesn’t always reward the big, combo turns. But… It carries the essence of the game quite well and it plays like a breeze. I’ve found myself pulling this out for a late night solo game on many occasions.

PROS & CONS

➕ I’m really enjoying this abstract puzzle and its rich, think-y nature

➕ Despite the potential for AP, the games play very quickly

➕ Whether you’re fulfilling single or multiple patterns tasks… it’s all very satisfying

➕ Easy setup is a big plus for such a quick-playing game

➕ The deeper planning element might be a hurdle for younger players, but the ruleset certainly isn’t. This could be a solid family game for the right group.

 

➖ Like any tile-drafting game, the community pool might not have what you need when you need it. This may mean luck, while limited, could hi-jack your game at an inopportune time.

➖ The theme is very loose and not very engaged

➖ Probably not for players who struggle to plan multiple paths or dislike abstract games in general.

WHY WOULD YOU LIKE THIS GAME?

Players looking for a think-y, abstract game with a low-entry level and big-box style planning are going to be in heaven. Despite the simple ruleset, this is a rich game that requires you to be locked in. Again, while it’s simple enough for younger games, the real satisfaction kicks in when you’re able to see the fruit of your long-term plans.

WHAT IS THE BEST THING ABOUT THIS GAME?

Being able to plan and fulfill tasks feels big time. It’s a thrill when you are finally able to knock out that 2 or 3 pattern combo on a single turn.

FINAL THOUGHTS

Whispering Woods hits my wheelhouse on a number of levels. I really enjoy think-y pattern games and the planning and payoff are hugely satisfying. The gameplay and setup all come together quickly making this an attractive candidate for repeat plays.

Players that generally struggle with long-term planning or abstract games didn’t love it as much. I also got feedback that criticized the luck-factor. Yes, the game does have some luck, but you’re always pulling from a pool of 6 tiles and the pursuit or availability of some colors added to the game’s fun. Yes, you won’t always be able to complete every task and the tile you need may not be available. If that bothers you, this might not be your game.

I mentioned above that I don’t love the solo mode, but I keep playing it. I think this is a testament to my enjoyment of the game. Even when I don’t have the player count for a full game, I’m still happy to play the solo game for most of the same reasons I enjoy the general experience.

I really enjoy the brain exercise and the process in this one. It packs a punch without a ton of overhead. I can break it out and have a game going in a couple minutes. When I’m done (likely in 20-40 minutes) I feel like I played something that challenged me, provided some nice choices, led to some serious satisfaction and didn’t overstay its welcome. I feel this is a rare space in board gaming. Again, something that younger gamers can easily grasp and enjoy, but serious games can truly mine the depths of this one for all it’s worth. If you enjoy abstract/pattern games, but seek a richer planning experience, give Whispering Woods a look.

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Review: Bark Avenue https://unfilteredgamer.com/review-bark-avenue/?utm_source=rss&utm_medium=rss&utm_campaign=review-bark-avenue https://unfilteredgamer.com/review-bark-avenue/#respond Sat, 24 Aug 2024 19:18:00 +0000 https://unfilteredgamer.com/?p=23856 The post Review: Bark Avenue appeared first on Unfiltered Gamer.

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Publisher: Good Games Publishing
Player Count: 1-5 Players
Game Length: 60 Minutes
Complexity 2/5

As a competitive New York City dog walker, building an efficient business is the key to success. But when your business involves unpredictable 4-legged canines—each with their own unique preferences and personalities—you’ll often have to juggle the needs of the pets while still trying to stay on schedule in this thematically bright and family friendly board game. 

In Bark Avenue, you’ll be walking a variety of real-life dog breeds around the blocks of New York City, picking them up, giving them plenty of exercise and fun before dropping them back home. You’ll need to keep plenty of dog treats on hand and maybe a coffee or 2 to keep up with these energized pooches. Do a good job and you’ll receive great reviews as you watch your business grow and seek to become the most prestigious dog walker in NYC.

ON YOUR TURN

Bark Avenue is really about the dogs. There are 81 unique and beautifully illustrated dog breed cards in the game. While I don’t want to downplay the strategy, the real joy of the game will come from your appreciation of the dogs and their unique traits.

On your turn, you’ll be picking up dogs across the city. Each available dog has a home address where you’ll meet it. Once a dog is in your care, you’ll move across a map of New York City that’s based on real world locations.

Each dog has its own “speed” or movement available per turn as well as the length (or number of turns) it will need to be walked. Certain dogs will only get along with specific sized dogs and some dogs will want to just walk alone. There are ways to mitigate these challenges, but you’ll typically need to incorporate careful planning to ensure any dogs walked together will play nice.

While each dog will earn you a specific amount of money, garnering tips can certainly help out your cause. Owners love it when you take photos of the dogs, cater directly to the dogs needs (be it playing ball, visiting fire hydrants or splashing in water). This is also the only game I’ve ever played that rewards you for your dog taking a poop.

You’ll need to plan each dog’s journey so you’ll be able to drop it off at the right time. Miss your return appointment and you forgo tips and positive reviews.

The game plays over 17 turns, each turn introducing an event, change in the rules or modifying the available dogs. As your business rating increases, you’ll have access to bonuses such as extra dog treats or the ability to walk more dogs at once. In the end, the player with the most money is the winner.

ARTWORK & COMPONENTS

As I mentioned previously, the dog artwork is bright and cheery. The game’s 81 unique dogs are all based on real-life foster dogs across the United States. The dog illustrations are fun and really well done and will definitely appeal to dog fanatics. Additionally, the game board showcasing a stylizing layout of New York City helps further immerse you in the theme.

The game delivers what you’d expect from a high quality production. The rulebook does a fantastic job explaining the game and referencing the game’s more detailed aspects.

PROS & CONS

➕ Vibrant, high quality artwork

➕ Fun, friendly theme

➕ Despite a bit of a learning curve with the iconography and some of the game’s cards, I was pleased with how easy the game was to learn.

➕ Easy to teach

➕ Theme matched well with the turn actions

 

➖ Turns sometimes felt overly simple and little ho-hum

➖ Efficiency puzzle where choices never felt too challenging leaving me a bit underwhelmed by the overall mechanics

WHY WOULD YOU LIKE THIS GAME?

There is no mystery here, this is a game for dog lovers. I’ve got a number of dog lovers in my family and we’ve played every dog game you can get your hands on. Taking everything into consideration, this is one of the best dog-themed implementations I’ve played. The developers certainly knew where they were going and did a great job catering to a pet-friendly audience.

WHAT IS THE BEST THING ABOUT THIS GAME?

I sound like a broken record, but the variety of dogs in the game is truly the best part. They’re all so bright, friendly and charming, it completely transcends the entire experience.

FINAL THOUGHTS

Bark Avenue is a rare game where the charm coming from the theme saves what could have been a somewhat lackluster experience. The actual actions of moving around the board and grabbing bonuses often felt like I was repeatedly moving in a circle. But that’s really the life of a dog walker and finding a puddle for Nova, my Teacup Pomeranian, to splash in or walking through the park to play frisbee with Nico, a Bernice Mountain Dog, brought the game to life. The colors and the dogs and location provides a really friendly and fun thematic experience even if you’re not met with the most thoughtful or engaging decisions.

That being said, I think Bark Avenue does a nice job bringing a slightly more challenging experience to a genre of board games that are typically very light and simple. To be truly effective in the game, you really need to engage the planning and it will sometimes require a little thought to make sure you’re running your dog business smoothly. It’s certainly not overly complicated for anyone over age 10, but it will require strategy. In the end, I think many are going to find a sweet spot in the game’s overall experience.

I was pleasantly surprised by Bark Avenue and the wonderful theme really won me over. It seems to be flying under the radar a bit and that may be due to so many similar themed games hitting the market, but Bark Avenue definitely has a lot of quality, standout points. This may be the best dog-themed game I’ve played.

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Review: Egyptian Enigma https://unfilteredgamer.com/review-egyptian-enigma/?utm_source=rss&utm_medium=rss&utm_campaign=review-egyptian-enigma https://unfilteredgamer.com/review-egyptian-enigma/#respond Thu, 18 Jul 2024 03:53:56 +0000 https://unfilteredgamer.com/?p=23846 The post Review: Egyptian Enigma appeared first on Unfiltered Gamer.

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Publisher: Mini Mysteries
Player Count: 1-4 Players (my recommendation)
Game Length: 60 Minutes
Complexity 1.5/5

A mysterious package has arrived at your door and as unbelievable as it may seem, this parcel is a plea for help from a time traveling agent from the future! Should you accept the mission? Before you know it you’re listening to a correspondence from a woman named Cleo who is trapped in Egypt in 1922. Now you must solve a series of puzzles before time runs out or Cleo will be trapped in the past forever.

Escape from Ancient Egypt

Egyptian Enigma is a lighter, friendlier escape room targeting families with kids. Players will be tasked with solving a series of puzzles centered around the Egyptian gods. The adventure is supplemented with a website link that provides a timer for the game as well as a story that intercuts in between solving your objectives. All the characters are voiced by real audio actors and the story is whimsical and humorous keeping the entire experience light and fun.

I’m going to do my best to avoid spoilers, but the entire presentation is really well done. All the material is delivered in a series of envelopes. Everything feels very authentic with a variety of pieces and paper-types. The graphic design has a neat throwback-vibe that really places you right in the middle of this mystery.

As I mentioned, this is more of a family-friendly escape room meant for younger adventures. The puzzles are just challenging enough to keep kids engaged without getting them frustrated. It’s really ideal for a child’s parent to help guide them through, but hang back and let them solve the puzzles. There was only 1 puzzle that didn’t quite feel up to the quality of the others, but that may just be due to my personal thought process. Throughout the game, you’ll be faced with a series of puzzles that also have a level of educational and instructional material. As the game progresses you might need to lean on past puzzles as the entire story comes together.

I’m not a super-sleuth when it comes to escape room games. I’m actually notorious for spending hours on a puzzle that the average person might solve in a matter of minutes. Thankfully, Egyptian Enigma is a legitimate, under-and-hour scenario. In fact, the game comes with a timer you can cast on your iPad or television that increases the tension. Once completed, you’ll be able to compare your success against other players from all over.

PROS & CONS

➕ Fun story full of humor and solid vocal performances

➕ Great production with authentic looking pieces

➕ Quick, light puzzles to keep kids and families engaged and moving forward

➕ The entire game plays in under an hour – which feels just about right

➕ Fun overall experience

 

➖ I struggled with 1 puzzle that I didn’t feel quite reached the level of the others

➖ The audio drama did contain some brief, mild language. So that’s something to consider in regards to your audience.

 

Neutral – Puzzles may be too simple for older kids. I’d put this in the 8-13 year old range.

WHY WOULD YOU LIKE THIS GAME?

If you’re looking for a quick, tight, escape room that’s got a fun presentation, humorous story and works well for younger adventures, you should definitely check out Egyptian Enigma.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about Egyptian Enigma is the overall presentation of the material. While the puzzles may be lighter, the production doesn’t flinch. Each puzzle is unique and has its own look. It is all very historic and authentic and makes for an engaging experience.

FINAL THOUGHTS

Egyptian Enigma is a fun escape room experience you can easily complete in one evening. The puzzles are on the lighter side so this is best for families with kiddos. While you may have a good time, it’s certainly not intended for more seasoned escape artists. I thought the puzzles were consistent and interesting. I really appreciated that they weren’t too challenging. We had played a more demanding escape room game the night before and while it claimed to be for kids, the difficulty level ultimately led to my kids losing interest. I love seeing my kids work to solve puzzles and the excitement stirred when finding the answers. One day they’ll be ready for escape room primetime, but until then, this hit the right level of difficulty. Along with the solid production and theatrics, Egyptian Enigma brings a lot of value. Overall we really enjoyed the experience.

Check out this and other mysteries at minimysteries.club.

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Review: Fliptown https://unfilteredgamer.com/review-fliptown/?utm_source=rss&utm_medium=rss&utm_campaign=review-fliptown https://unfilteredgamer.com/review-fliptown/#respond Thu, 18 Jul 2024 03:38:39 +0000 https://unfilteredgamer.com/?p=23837 The post Review: Fliptown appeared first on Unfiltered Gamer.

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Publisher: Write Stuff Games
Player Count: 1-4 Players
Game Length: 30-40 Minutes
Complexity 2.25/5

Saddle up your band of ruffians and explore the Wild West in one of my favorite flip and write games ever!

In Fliptown, players resolve their problems (and life choices) with a simple deck of cards. It’s the value and suit of the card drawn that’s going to open a gateway into a sandbox-style world where you’ll choose to seek your fortune mining gold, rustling up trouble in the badlands, seeking adventure on the trail or exploring all that the frontier towns have to offer. The sheriff’s hot on your trail, so be quick to earn your fortune while avoiding the law.

Breathing new life into the flip and write genre, Fliptown pushes boundaries with interesting turns and rich rewards. Designer, Steven Aramini had previously found success with micro games such as Sprawlopolis and Circle the Wagons – games full of tough choices and tight turns. It’s exciting to see him branch out with a Fliptown, a grand celebration of the art and spirit of Western America… all tied beautifully together in a box that will fit on any size shelf.

ON YOUR TURN

Everything Fliptown has to offer literally stems from a simple deck of cards (albeit, a thematic and beautifully illustrated one). On your turn, you’ll draw 3 cards, using the results to make your choices. The suit will determine the area of your player board you tackle while the numerical value determines the strength or area you pursue. The third card is placed toward your ongoing poker hand that resolves after a single round of 5 turns.

Each player has a reusable dry erase board presenting all the actions you have available. At first glance, it can be a bit overwhelming since it appears there is a lot going on. But I promise you, it all comes together logically and quickly without hardly any struggle.

Representing each of the 4 card suits, players can visit 1 of 4 areas per turn. Each of these areas are thematically highlighted by different mini-games to conquer. The value of the 2nd card chosen will determine what you can accomplish in the area. For example, mining gold presents a tech-tree puzzle where you’ll use your card value to mine further down earning bonuses along the way.

Yes, Fliptown is all about the combos and bonuses along the way. There are definitely ways to extend your turn, and give you that big gun feeling while earning you additional actions and resources.

One of the highlights of Fliptown is in its ability to tell a story throughout the game without diving into an unnecessary narrative. Seeking to rob a stagecoach in the badlands can lead to big rewards or huge legal trouble with the law. The actions come to life, and while the decision is resolved in a matter of moments, your choices begin to shape your adventure in unique and exciting ways.

Traveling to the town provides the opportunity to invest in a ridiculous number of Wild West activities. Visit the undertaker, the church, saloon, general store, land office, gunsmith, bail bonds and plenty more. Each sub location provides fun ways to modify your abilities, benefits and pursuits.

In the end, the player with the most points (or Wild West fame) is the winner. You can play it safe, seeking to avoid the law and go on your merry way… or you can push your luck with hopes of greater victory. Higher reward always comes with a cost and in Fliptown, it’s the sheriff you’ll want to avoid. Each round, players face increasing heat from the law. As you take actions, you’ll accumulate wanted icons that put you in conflict with the local sheriff. Of course there are ways to mitigate these dangers and in the Wild West, even sherifs aren’t above a bribe or two.

Players choose 1 of the game’s 14 personas giving you unique, asymmetrical actions to help you along your trail. Community goals give players additional pursuits to garner game changing points.

Riding Solo

Fliptown also features a simple yet engaging solo mode that creates new challenges as you face off against 4 different bots. Fliptown is a bit of a multi-player solitaire experience, so it isn’t much of a reach to transition to a solo game. I’d even recommend Fliptown just for the solo gamer.

ARTWORK & COMPONENTS

Fliptown is beautifully illustrated with decorative, turn-of-the-century stylings, a rusty, orange hue and mesas adorned with cactus set amongst endless vistas. I love the vibe of the artwork and it immediately draws me in each time I pull this one off the shelf.

This is a big game in a small box with somewhat minimal components. The deck of cards, goals, player personas and dry erase markers round out the package.

If I’m going to be critical, the type on the player board can be a challenge. The design team did a great job working within the boundaries of the board size and box, but it would have been nicer if some of the type wasn’t so small. It obviously hasn’t ruined my enjoyment of the game, but it is worth noting.

The rulebook does an amazing job navigating you comfortably through the game’s actions, areas and rule variants.

PROS & CONS

➕ Exciting choices

➕ Simple, yet deep actions

➕ Activate areas full of personality

➕ Beautifully thematic production

➕ Easy setup and teardown

➕ Tons of replay ability

➕ Great solo and multiplayer

➕ Quick play time

 

➖ Some of the text is challenging to read on the boards

➖ That’s really it – this is one of my favorites of the year!

WHY WOULD YOU LIKE THIS GAME?

Fans of games like Hadrian’s Wall and Fleet: The Dice Game are going to find the most to enjoy here. This is a think-y, sandbox-style flip and write that rewards players looking to venture down multiple paths. While it certainly isn’t heavy, it will take a moment to familiarize yourself with the game’s choices, icons and functions. That’s all a necessary and worthwhile pursuit to grant passage into the richness, depth and enjoyment the game offers.

WHAT IS THE BEST THING ABOUT THIS GAME?

I’ve talked about the execution of the theme, the cool turn choices and the ingenious use of a playing deck… so I’ll give props to the combos. So many games fail to provide the right amount of combos. Too many and the game feels cheap… too few and there isn’t enough excitement. Fliptown brings a great level of bonus actions where you feel satisfied, but not overwhelmed. There’s really a nice balance to it.

FINAL THOUGHTS

Are you looking for a meaty, flip and write style game? Check out Fliptown. Maybe you’re looking for an engaging western-themed game? Fliptown works for that. Or perhaps you’re looking for a fun experience with satisfying choices? Yep… Fliptown.

Despite the complex player interface, this is a highly accessible game that’s quick to learn, easy to set up, plays smooth and fast and works for any of the 1-4 player counts.

The beautiful production immediately draws you in and from there it’s guns blazing. I love the huge variety of choices that provide a near infinite number of paths to pursue. Turns feel powerful without cheapening the game and Fliptown gives you the sensation of accomplishment despite the player’s skill level (or lack of).

Of course your enjoyment of the theme can certainly affect your overall experience. I love the romanticized vision we have of a nearly civilized western society coming to terms with an untamed world around them. Fliptown does a fine job of embracing this vision, but being “in to” western themed games isn’t necessary to enjoy this one.

Fliptown doesn’t quite dethrone Hadrian’s Wall as the flip and write boss for me, but it’s in the neighborhood. ‘X’ and write games have always leaned on the lighter side and quality, heavier games in this space are few and far between. Fans of games like Hadrian’s Wall are going to want to get in on this.

After nearly a dozen plays, Flip is easily on the shortlist for game of the year (2024) for me. After wading through dozens of lackluster games, it’s experiences like Fliptown that remind me why I love board games. I can’t recommend this one highly enough.

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Review: Walking in Burano: Roll & Write https://unfilteredgamer.com/review-walking-in-burano-roll-write/?utm_source=rss&utm_medium=rss&utm_campaign=review-walking-in-burano-roll-write https://unfilteredgamer.com/review-walking-in-burano-roll-write/#respond Thu, 18 Jul 2024 03:19:33 +0000 https://unfilteredgamer.com/?p=23834 The post Review: Walking in Burano: Roll & Write appeared first on Unfiltered Gamer.

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Walking in Burano: Roll & Write
Publisher: EmperorS4
Player Count: 1-4 Players
Game Length: 30 Minutes
Complexity 2/5

Set on the island of Burano in Venice, players will work to decorate their home with plants, curtains, chimneys as well as the ever-present house cat in an effort to appeal to the frequent tourists and local inhabitants. Meet their high demands and earn their adoration in this dice drafting roll and write game. 

ON YOUR TURN

Walking in Burano: Roll & Write is a new version of the original board game, Walking in Burano from the same designer. I haven’t had the opportunity to play the original so there obviously won’t be any direct comparisons.

In this version, players will serve as decorators taking turns drafting dice and adorning the local homes with flair and enhancements to appeal to the local community. Burano is a vibrant tourist destination and visitors will often stop to admire the brightly colored real estate.

On your turn, you’ll place one of your boats on the canal next to one of the 6 available dice. Each round, the 6 uniquely colored dice are rolled and placed in their respective spots. Each dice reflects a specific home on your player sheet and the value determines how you can interact with that home if that dice is chosen.

There are 5 different ways to interact with each home. While each home is unique in its decorating opportunities, you can generally address any of these areas as long as you meet that decoration’s “mini-game” requirement. Planting flowers requires you to label the plant with a die value equal to or lower than any previously planted plant in that home. Cats can be added as long as the die value equals the floor the cat is on. Red or blue curtains can be added depending on the die being odd or even. Each streetlight has a specific number. Finally, chimney’s across the street will need their own unique number.

Each player will receive 2 die actions per round. There isn’t a ton of interaction aside from the general race to the finish and choosing a die previously chosen by an opponent. The penalty is a coin to the original resident of that dice space.

After all players have chosen their dice, they have the option to invite a guest. There are 10 unique guests all looking for a unique pattern present in all the houses. For example: inviting the photographer scores points for all the cats in a single house. The tailor is looking for a pair of red and blue curtains throughout the entire block. Santa Clause (yes, Santa Clause) scores points based on the total value of all the chimneys at the time he’s invited. You’ll score points in a variety of ways with some based on an individual house, while others would score an entire floor.

The game ends when a player has invited their 5th guest, so the push and pull of the game is in the balance between maximizing your scoring goals and actually activating those goals. When you invite a guest you score that goal immediately, often forcing you to leave points on the shelf in your pursuit of 5 goals before your opponent. Ultimately, the player with the most points wins the game… and that may not be the player who finished all 5 invites first.

ARTWORK & COMPONENTS

While the artwork is colorful and fun, this is a pretty basic production. The publisher’s creatively tied in the canal/dice holders to fit nicely in the box and still provide some dimension to the play area. Unfortunately, like the majority of the game, the paper quality isn’t the best and everything feels kinda cheap. I’d like to think the components don’t  diminish the game experience, but it was definitely something I noticed with each play.

The rulebook is simple and clear. The different requirements are easy to find making it easy to jump right in on your first play.

PROS & CONS

➕ This is a quick and simple game that works for a broad audience

➕ The rulebook is clean and clear making it easy to learn and teach

➕ The theme is enticing on its own. While it doesn’t shine through intensely, there are going to be those who appreciate the personality and setting.

 

➖ While production quality will likely keep the cost down, it is a bit of a disappointing production.

➖ Turn choices ultimately aren’t that interesting. While you’re at the mercy of the dice, pursuing certain objects may or may not pan out. I wasn’t that excited or distraught no matter the outcome.

➖ This is going to sound funny given that this is a game of luck, but everything felt a little deterministic. While some are going to win out and often win big, I’m just hoping I choose the right objectives to pursue. It may work out… it may not, but there didn’t seem to be a lot I could do about it once I was committed to a strategy. You can mitigate the dice by spending coins, but that’s even limited.

WHY WOULD YOU LIKE THIS GAME?

Walking in Burano comes across as a less refined version of Welcome To, but there are still some interesting choices and personality in the box for serious fans of roll and writes. The complexity level is just there enough to create an interesting experience for someone new to gaming or roll and writes in general.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the tourist personalities. They are each searching for something different and willing to score in their own way. This does add some diversity and replayability.

FINAL THOUGHTS

If you’ve made it to this point in the review, it’s pretty clear that I’m not jumping up and down for Walking in Burano: Roll & Write. It’s not that it’s a bad game, but rather a bland game. The turn choices aren’t that exciting and it all feels so random. The game’s production doesn’t do itself any favors either.

I mentioned briefly that this feels like a watered down version of the game Welcome To. It’s not nearly as refined and clever and the choices just don’t get me excited. There just isn’t a whole lot here that’s memorable.

The solo mode may be the way to play this. It’s super easy to implement and you can play at your own pace. In fact, the game as a whole is really easy to get into. It does play quickly, giving it some virtue under the right circumstances.

As a fan of roll and writes, I’m willing to give these types of games a little extra grace, but this isn’t one I’ll likely revisit. Perhaps if you’re a fan of the original game this might be something to check out out of curiosity.

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Review: Star Wars: The Clone Wars https://unfilteredgamer.com/review-star-wars-the-clone-wars/?utm_source=rss&utm_medium=rss&utm_campaign=review-star-wars-the-clone-wars https://unfilteredgamer.com/review-star-wars-the-clone-wars/#respond Sat, 12 Aug 2023 22:38:16 +0000 https://unfilteredgamer.com/?p=23697 The post Review: Star Wars: The Clone Wars appeared first on Unfiltered Gamer.

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Publisher: Z-Man Games
Player Count: 1-5  Players
Game Length: 60 Minutes
Complexity 2/5

Star Wars meets Pandemic in this interstellar, cooperative, mash-up where players take on the role of Jedi Knights from the Clone Wars saga seeking to rid the universe of droids, Dooku’s and other dastardly dirtbags.

In this card management and dice rolling game, players will attempt to fend off the continuous onslaught of droids as they infiltrate the universe, all the while working to fulfill missions and ultimately defeat a prime Star Wars villain all before the separatist’s threat becomes too much to bear. With a lot of Star Wars games available to choose from, is Star Wars: The Clone Wars right for you? Find out in our review below!

ON YOUR TURN

It’s critical I express my love for the Pandemic game series. It’s one of the games that really showed me that board games can be a truly thematic and immersive experience. I think it’s a brilliant concept and shines as brightly today as it did when it was first released. I’m always on the lookout for new games built around this system that seek to put their own spin on the tension-inducing concept while still maintaining the engagement and excitement it evokes.

Star Wars: The Clone Wars is based on the Pandemic system, but it brings its own spin adding new strategies and of course, characters we know and love.

If you’re unfamiliar with Pandemic, the original is a fully cooperative game that centers around CDC professionals skating across the globe attempting to contain and eradicate a series of viruses that have run amok. Players each have a limited number of actions each turn and must carefully use their cards (or resources) to keep the diseases from spreading—but also collect the right amount of specific cards to find a cure for each disease.

In the Clone Wars, the Separatist droids replace the 4 viruses and city cards are now Squad Cards, each equipped with different actions.

Players take on the role of 7 different Jedi masters including Obi-Wan Kenobi, Mace Windu, Anakin Skywalker, Aayla Secura, Ahsoka Tano, Luminara Unduli and of course Yoda. Each game features one villain and you can choose between Asajj Ventress, General Grievous, Darth Maul and Count Dock.

On your turn, you take 4 actions from a series of choices. Move your character from one planet to an adjacent planet, draw an additional Squad Card, attack enemies on your planet and attempt a mission.

After each turn, players activate a card from the villain deck. Each villain has its own deck and these actions move the villain across the board, cause trouble for the heroes and present various other problems.

Finally, players draw invasion cards equal to the current invasion level. These cards introduce new droid units on planets. This simulates the infection rate from Pandemic. When a planet exceeds 3 droids, the universal threat level increases. If the threat level reaches stage 7 everyone loses. If the game’s droid reserve runs dry… everyone loses. These enemy actions take place after each player’s turn in an effort to ratchet up the tension.

You can adjust the game’s difficulty by adding additional missions. Each mission requires a certain number of specific Squad Cards to achieve their goal. If multiple players are sharing the same planet where a mission is taking place, they all can contribute to the mission’s success. To attempt a mission, players must roll the 12-sided die. This die will potentially contribute additional “attacks” for the mission as well as damage to the player.

When all the missions are completed, the final battle with the villain is activated and players must track down the baddie and spend the necessary squad cards to achieve victory all before the threat level reaches the end of the line.

ARTWORK & COMPONENTS

The production is really solid. Star Wars fans are going to love the 7 Jedi and 4 villain miniatures. They’re detailed and really add a lot of fun to the game. There are an additional 36 plastic droids and blockades that bring the game board to life.

The retail cost for this is pretty expensive, but when you look and feel all the components and cardboard, you don’t really feel cheated.

It’s a Star Wars game, so you’d expect the artwork to be awesome, and it’s pretty darn good. Quality-wise, there isn’t anything negative here at all.

The rulebook is fine to get you going, but I ran into a number of minor rule issues that weren’t addressed. I did my best to manage everything, but it was a little frustrating.

PROS & CONS

➕ Beautiful production with nice miniatures and artwork

➕ Easy to teach, making this great for younger Star Wars fans

➕ Multiple villains change up the game creating new challenges

➕ Asymmetrical Jedi characters increase overall replayability

 

➖ The game doesn’t provide the tension you’d expect from a Pandemic game

➖ While the difficulty can be adjusted, I never felt too challenged in either my victories or defeats.

➖ I didn’t like the Squad Cards. They were an attempt to simplify the Pandemic card system as well as introduce a more war-like experience, but it feels flat and overpowered.

➖ The dice again, works to bring more chance and uncertainty hoping to introduce a battle system, but the luck-factor was more disappointing than exciting.

WHY WOULD YOU LIKE THIS GAME?

Die-hard Star Wars fans are really going to enjoy the theme. The production is really great for a retail-only release, and seeing the heroes and villains move across the board is a lot of fun. The artwork on the character cards and Squad Cards are really well done. Everything looks right for this Star Wars experience.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the production. While the game is a little on the expensive side, I feel pretty good about the cost to value ratio and think everything in the box justifies the elevated cost. You won’t be disappointed in unboxing this one.

FINAL THOUGHTS

As I mentioned above, I’m a huge Pandemic fan and I usually love everything in the Pandemic universe… USUALLY.

Despite the game’s beautiful production, Star Wars: The Clone Wars left me a little empty. The overall process felt like I was going through the motions as I attempted to accomplish missions that provided little resistance. The game does offer some decent variation and you may face additional challenges, but they typically serve as just minor diversions. I never felt like I was struggling with my choices. The objective was always clear and I went straight for it.

I felt how the game managed Squad Cards took a lot of the risk out of making decisions. I could easily exhaust a card to knock out an enemy and then refresh that card on my next turn. It felt like there was not a true cost to using these cards. You must have the same type of squad cards to attack a blockade or primary villain, but that never seemed like a problem. Maybe if there were additional card types and requirements for each mission were a little more restrictive I would have felt more tension. The dice rolling seemed tacked on and never really added any excitement either.

Speaking of tension, Pandemic is all about it. It’s almost a slow burn as you feel the diseases in the original game closing in around you. Actions become the most valuable resource and you’re biting your fingernails as the game comes down to 2 or 3 turns. That doesn’t really exist here. Throughout the first 2/3rds of the game, there is practically no tension at all. The Invasion cards don’t cycle fast enough nor are there enough revealed each turn to grab your attention. Once the final battle hits the stage things begin to get a little more interesting, but the villain doesn’t pose much more of a problem than the missions we just previously breezed through. There is a point where the invasion cards become a little more relevant, but I was usually able to outrun them for the final confrontation before they caused any real damage.

The effort to bring a battle system to this particular Pandemic game feels like a huge missed opportunity. I think I would have preferred they take the original Pandemic game and reskinned it for Star Wars. It wouldn’t be thematic by any means, but I’d still get to enjoy Pandemic with the cool new miniatures.

Each villain does have its own deck bringing their own unique gameplay to the experience. I was hoping for something more along the lines of the monsters in Horrified, where they each bring a new puzzle to solve. Having different villains to battle does provide additional replayability, but they don’t differ enough from one another to really make a difference. For me, the only major change was having a different villain miniature on the board.

This is unfortunate considering how cool the production comes together. Z-Man Games makes fantastic games, but this is not one of them. I could possibly see this working for younger Star Wars fans who are still learning to make calculated decisions. I would say that it’s a good introduction to the Pandemic series since it’s a much easier overall experience, but I think you should just go with the original Pandemic. Star Wars: The Clone Wars feels a lot like Star Wars: The Rise of Skywalker… a disappointing mis-fire of style over substance.

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Review: Siege of Valeria https://unfilteredgamer.com/review-siege-of-valeria/?utm_source=rss&utm_medium=rss&utm_campaign=review-siege-of-valeria https://unfilteredgamer.com/review-siege-of-valeria/#respond Sat, 18 Feb 2023 05:06:00 +0000 https://unfilteredgamer.com/?p=23473 The post Review: Siege of Valeria appeared first on Unfiltered Gamer.

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Publisher: Daily Magic Games
Player Count: 1 Player
Game Length: 30-45 Minutes
Complexity 2/5

Siege of Valeria is a solo, tower defense game set in the popular board game world of Valeria. With your castle walls surrounded by a hoard of monsters, supplies running thin and no help in sight, you’re tasked with rousing your troops for one final defense against your ever advancing foe.

During the game you’ll arm yourself with a handful of dice and assign them to enemy cards, earning actions to supplement your efforts. While the troops are trouble, it’s the enemy siege engines that will decide the battle. Defeat the siege engines and raise up champions to power your defense or fail, losing you the castle and the protection of your people. Are you up to the task in this dice-driven, strategic solo battle to the death?

ON YOUR TURN

The play area features your castle wall with 5 turrets you’ll be tasked with protecting throughout the enemy’s surge. A 5×5 grid of enemy troop cards are placed beyond the wall forming 5 columns each facing 1 of the castle turrets. The first 4 rows contain enemy troops while the 5th row consists of siege engine cards.

Each siege engine has an ability that is activated based on its range in relation to the wall. This may mean a siege engine can carry out an action against you if it reaches the 3rd or 4th row of the battlefield for example… and these siege engines will advance. In fact, all the enemy troops will advance if you fail to stop them.

Setup with a handful of red and blue dice representing strength and magic, you’ll roll the dice and begin to map out your plan of attack. Of course, an activated siege engine may require you to re-roll a 5-pip dice, lose a single die or even cause damage to a turret. This is what the siege engines do, which is why it’s so important to stop them before they get in range. Unfortunately, your attack can only target the closest enemy card in each column… But the enemy wasn’t expecting one thing – the mind of a brilliant military leader (whose brilliance may vary from game to game) – but with the ability to scheme and plan your way across the battlefield.

Each enemy card has a defense value and action. To defeat the enemy, you’ll need to apply the necessary dice value which could be a single die or multiple dice. Once defeated, used dice are exhausted and you earn the enemy card and the action available to help you in the future. These actions might allow you additional dice strength, earn new dice to roll, tactical actions on the battlefield or provide you with a way to execute a discounted “overkill”. Overkill actions allow you to defeat an adjacent enemy for a fraction of their defense.

Once all your dice are exhausted, the enemy advances forward and new troops join in the battle. Any troops in the first row you failed to defeat caused damage to that column’s turret. If a siege engine sits in that position at the end of the turn you instantly lose the game. With each defeat of a siege engine, you gain a champion card to sit atop your castle wall. These champions offer single or multi-use offensive benefits as long as they are around.

Each round also includes an optional event deck that can be a pain in the rear. These cards often limit your actions or add strength to certain troops in play.

It’s a tall challenge, but If you can defeat 13 siege engines before you exhaust the enemy troop deck, lose a turret to invaders or fail to defeat a siege engine knocking at your door, you’ll be victorious and the kingdom will celebrate your greatness.

ARTWORK & COMPONENTS

The artwork is beautifully done by accomplished board game artist, Mihajlo Dimitrievski. He always brings color and personality to his illustrations and I never feel cheated as he uses every inch of a card or player board to bring value to the theme and experience.

The components are limited to a player board, decks of cards, red and blue dice and small wooden tokens to mark damage or upgrade an enemy character. The cards are good quality and I feel everything in the box is sturdy enough to support many solo adventures.

PROS & CONS

➕ Quick Setup gets you into the game almost immediately

➕ Fantastic artwork immerses you in the theme of the game

➕ Simple AI actions make for less upkeep and more game action

➕ Think-y system is challenging and rewards inventive strategy and combos

 

➖ Rulebook is a little hard to follow, but rules are fairly simple overall making this minor gripe easy to overcome

➖ More of neutral point, but there is a lot of luck from how the dice fall to how the enemy aligns for their attack. There are ways to mitigate the dice, but some games end sooner than others.

WHY WOULD YOU LIKE THIS GAME?

Obviously the theme will affect your opinion of this game, but fans of dice-rolling and more straightforward castle defense games are going to find a lot to like. I also think a big selling point is the game’s limited AI upkeep and interesting decisions which let you enjoy more action and less downtime.

WHAT’S THE BEST THING ABOUT THIS GAME?

The best thing about this game comes when you defeat an enemy. You immediately gain the card in possession and have the opportunity to use it to your benefit. Every enemy card carries a “good” action. I typically expect a few stinkers I wouldn’t use in a game like this, but I enjoyed all the bonus actions you can earn. Some actions are stronger than others, and you’ll need them since this game can be a challenge.

FINAL THOUGHTS

I’m a huge fan of how the gameplay in Siege of Valeria is so streamlined. The accessibility and game length is perfect for a solo player looking to pick up a quick game after dinner or right before bed. The mechanics are simple and quickly take a backseat allowing you to spend the majority of your time wrestling with the perfect decisions.

A big part of what makes the process so sweet is the limited AI upkeep. The simple AI is a breeze to activate, yet doesn’t compromise anything by dumbing down your opponent. While I appreciate a meaty AI, I have run into so many that complicate the flow of the game or dumb down your opponent to the point where you can’t even enjoy it. Siege of Valeria brings a really nice cost/reward balance to this solo experience.

This is a challenging game, but one that rewards you as opposed to beating you down. Defeat isn’t always absolute and victory typically leaves room for improvement. I was almost immediately able to begin building a strategy from turn 1 and I really appreciate the system of defeating an enemy and then being able to use that card for your own benefit. This provides an opportunity to really plan out your attack, gain the most out of your dice and even drop a couple enemy-defeating combos in there. The position of the siege engine cards brings a good, consistent level of anxiety to the game. While the defeat of the siege engines are essential for victory, you have to always manage the unending barrage of troops or they’ll breach your castle wall. This tension creates some really interesting decisions that force you to get creative and take advantage of your circumstances… a mentality the publisher encourages.

This is a tower defense game that strips away any fluff or fat and pits you right in the middle of the action. There is a champion deck and event deck that provide variability, but each game plays out differently with just the placement of the enemy troops and the ability of each siege engine. It’s challenging in a really good way and minor victories are really satisfying. This is a game that’s easy to get to the table and provides a fun and challenging experience that should delight a growing community of solo gamers.

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Review: Block and Key https://unfilteredgamer.com/review-block-and-key/?utm_source=rss&utm_medium=rss&utm_campaign=review-block-and-key https://unfilteredgamer.com/review-block-and-key/#respond Sat, 18 Feb 2023 04:37:28 +0000 https://unfilteredgamer.com/?p=23463 The post Review: Block and Key appeared first on Unfiltered Gamer.

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Publisher: Inside Up Games
Player Count: 1-4 Players
Dedicated Solo mode: Yes
Game Length: 20-40 Minutes
Complexity 1.75/5

Exploring a hidden temple… unlocking secret mysteries… competitive archaeology? Sign me up! In this unique, 3-D polyomino building puzzle game, players will take on the role of archaeologists following key scripts previously lost to time. Restructuring the temple’s blocks to activate the scripts just might hold the key to unlocking the secrets of the temple.

Block and Key is an easy-to-learn, family friendly game where scoring depends on each player’s unique perspective in relation to the game’s multi-tiered board. While not a dexterity game, it is dexterous as players will use 3-D blocks to build and form patterns, scoring and earning new challenges. We’ll break down the game’s key points and see if it’s right for you.

ON YOUR TURN

Block and Key carries a decent amount of backstory and theme, but it’s a relatively simple game. Players will be drafting key cards that feature certain patterns and then using 3-D, polyomino blocks to form those patterns.

Block and Key does bring a unique presentation that requires players to engage the game in a special way. The game board really isn’t a game board, but a game cube. This multi-tiered, square shaped board has 2 levels. Each player faces their own side of the cube and will only score from their perspective. Throughout the game players will draw key cards and blocks from the lower tier and use those blocks to build out the patterns on the key cards on the upper tier.

On a given turn players will only have 2 choices: Place a block or draft new blocks… It’s really that simple. Blocks sit in a 3×3 box grid and you’ll have the opportunity to draft 3 in any specific column or row. When you’ve achieved a certain key card pattern, you score that card and draw a new key card. Key cards are divided in 3 categories representing their difficulty.

It’s in the game’s unique presentation where things get interesting. Since you’re placing blocks in a 3-D environment, each placed block will potentially have implications for both you and every player at the table. There are some limitations to how you can place blocks and this is where the game’s depth really kicks in. Blocks can either be placed corner to corner with an existing block or stacked, but stacking will require you to play a block that sits higher than the block it touches. Did I mention the blocks are all in 4 distinct colors? Each pattern also dictates the block color as well as the pattern to achieve the goal.

There are unique end game bonuses, but it’s ultimately a race to the finish to complete a certain number of key cards—once that’s met, the game ends.

PROS & CONS

➕ Simple ruleset

➕ Accessible and easy to teach

➕ Unique game presentation

➕ Fun, tactile nature

➕ Beautiful artwork

➕ 3-D blocks feel really cool

➕ Think-y gameplay

➖ Think-y games can lead to over-thinking and more downtime between turns

WHY WOULD YOU LIKE THIS GAME?

This is great for someone looking for a unique game experience that’s light on rules. The multi-tiered game board is going to be new for most players and the production and tactile nature of the gameplay are going to draw gateway gamers in.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the interactive nature of the game. Scoring your patterns is exclusive to your perspective of the board so it really requires you to get down to the board’s level and plan out your moves.

FINAL THOUGHTS

My first thought when I opened Block and Key was how are we going to build a giant block-shaped game board out of this thin box. The developers did an amazing job with the packaging as the box literally transforms into this sturdy, multi-tiered gaming space. The 3-D blocks are decent-sized and feel heavy… and it all fits in this thin box! I love it.

There is a lot of theme baked into the artwork, components and rulebook. You’re searching through an abandoned temple and the mechanics do their best to emulate that during gameplay. The artwork gives you that Indiana Jones feel and the texture on the blocks really engages you. I say all this because the production goes a long way to invite you into this world.

This is a relatively simple game that’s easy to jump into. On your turn, you either play or draw blocks. The challenge exists in building out the patterns found on your key cards. There are a number of minor rules that complicate this process in the best way. Limiting how you can play blocks really forces you to think through your choices. All the while your opponents are playing on the same 3-D plain and that has the potential to alter your best laid plans. This game sits in that “easy-to-play-hard-to-master” space that works for a variety of gamers.

The only negative I see is turn time has the potential to bog down the flow of the game. The changing environment of the board will often force you to alter your plans without notice. As you attempt to maximize your turns and achieve more complex patterns, this can be frustrating and really force you to rethink your choices. As more blocks are placed on the board, more placement options open up and some players are going to want to explore ALL their choices.

That being said, Key and Block plays fairly quick and smooth. I really enjoyed exploring the 3-D environment to build out patterns. Block colors can exist on multiple plains, but if they form your pattern from your perspective you’re golden! The game is easy to teach and quick to set up, yet the production is really eye-catching. This is the type of game you break out to impress friends who aren’t deep into the board game hobby. The game even works well for younger kids and the interactive nature is sure to keep them engaged. Overall, I was highly impressed with Block and Key. The production is super creative and it brings a neat, unique experience that works well for its intended audience.

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Review: Lacrimosa https://unfilteredgamer.com/review-lacrimosa/?utm_source=rss&utm_medium=rss&utm_campaign=review-lacrimosa https://unfilteredgamer.com/review-lacrimosa/#respond Mon, 30 Jan 2023 22:30:33 +0000 https://unfilteredgamer.com/?p=23424 The post Review: Lacrimosa appeared first on Unfiltered Gamer.

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Publisher: Devir
Player Count: 1-4 Players
Solo mode: Yes
Game Length: 90 Minutes
Complexity 3/5

Following the death of famed composer, Wolfgang Amadeus Mozart, it is your responsibility as a patron to work alongside his widow to help complete his final work. You’ll actively commission composers to finish his work while reminiscing about the past in order to improve your position in his wife’s memoirs.

Lacrimosa employs a number of mechanics including deck building, area majority and movement points. Players will use a unique card playing mechanic that allows them to activate a current action while stockpiling resources for a future turn. Score points in a variety of ways including performing Mozart’s work in opera houses around Salzburg, Austria and compete with your opponents to complete the final 5 movements of the Requiem.

ON YOUR TURN

A truly inspired production, Lacrimosa blurs the lines between board game and art. The presentation embraces the period behind the theme doing everything it can to immerse you in the unique and ambitious subject, the process and its distinct moments. Right from the moment it was announced, Lacrimosa is a title that has captivated hobby gamers with 2 simple ingredients: a pedigree from Devir (the accomplishment studio touting the success of recent games such as Bitoku and Red Cathedral) and a truly eye-catching cover full of emotion and energy. Everything seems in place to not only deliver an exciting, functional game, but an original experience.

Each player begins the game with the same deck of 10 dual-purpose starting cards. Each card features a top and bottom action. These actions will allow you to activate various cards and areas around the primary playing board. On your turn, you’ll draw 4 cards and select 2 to play on your personal player board choosing one for its top action and the other for its bottom action. These actions thematically represent telling stories (embellished as they may be) of the travels and accomplishments of Mozart’s life, as well as preparing resources to fund the new works on a future turn. As you can tell, the choices come with a high emphasis on planning versus immediate benefits.

Players have the option to explore 5 different options in 4 primary areas. Players can draft cards from a market featuring a randomized selection of memory and opus cards. These memory cards feature upgraded “stories” you can tell on future turns and replace your current standard deck. Opus cards represent opera halls where Mozart put his talent on display. Opus cards will later be used to tell the story of fantastic past performances from Mozart or sell the music you commissioned earning you income. Traveling simulates Mozart’s visits to the country’s nobility and elite where he performed to earn money or learn from other maestros.

The final action is the requiem action, representing your involvement in Constanze (Mozart’s widow) pursuit to finish the final 5 movements of Mozart’s last work. This involves hiring 1 of 2 randomized composers to work on these sections in specific ways.

The game lasts 5 rounds with each round consisting of 4 turns per player.

Once the game ends, players will score points earned throughout the game, end-game objectives and through a unique, area-control scoring triggered by composer contributions.

ARTWORK & COMPONENTS

The game’s artwork and graphic design are fantastic. The period and musical-angle are beautifully tied together. Some of the text is a little challenging to read because of the stylistic font chosen, but that’s easily forgiven since it contributes nicely to the theme. The iconography is good overall. Some of the iconography is a little hard to make out, but I felt confident after my first game.

The components are highlighted by the personal player board. These unique dual layer boards provide a space to tuck cards in showing just the chosen action. I’ve been seeing these more often (most recently in the popular game, Carnegie), and they are a welcome touch. The boards feel sturdy and high-end and truly enhance the game’s experience. The cards and wooden tokens are all well done. This is what you’d expect from a game immersed in a theme of decadence and high society.

PROS & CONS

➕ Rich, interesting theme

➕ Cool dual-purpose card system where you get immediate and future benefits

➕ Decent tactical depth

➕ Card actions are easy to pick up

➕ Quality components

➕ Beautiful, timeless illustrations

 

➖ Theme seems a bit detached and ultimately a missed opportunity

➖ Turns aren’t super exciting

➖ Strategic depth is a little thin

➖ Card upgrading never really impacts the game like it should

WHY WOULD YOU LIKE THIS GAME?

Eurogamers looking for a medium-weight euro wrapped in a unique theme are going to find the most to enjoy. Lacrimosa tells a unique story that should engage the right audience.

WHAT IS THE BEST THING ABOUT THE GAME?

The best thing for me is playing the dual purpose cards in the unique dual-layer player boards. Dual-purpose cards typically make for interesting choices, but the cleverly designed boards make organizing and reading your actions a fun experience.

FINAL THOUGHTS

Devir went the extra mile to develop a game with a unique theme that engages the actions in a creative and interesting way. If I’m rating Lacrimosa on ambition and production, it’s an easy 10. Unfortunately, the choices, actions and replay ability don’t quite meet those initial lofty expectations. That’s not to say it’s a poor game, just one that didn’t quite live up to the expectations it built for itself. I’ll briefly dissect some of my issues and point out where the game succeeds and falls short.

I was surprised at how easy the game was to get into. The primary actions took a minute, but are pretty easy to grasp after a few quick glances of the reference page in the rulebook. This page is well organized and a huge help, but would have been better served as individual player reference cards.

The game board is well organized and easy to differentiate the different actions. The orientation of the board is a bit of a problem though. While it looks amazing, players sitting at the base of the board are going to have trouble reading the selection of memory and opus cards at the very top while players on the other end may struggle to read the labels of each movement and the composer bonuses.

The easy accessibility had a downside: the strategic depth really wasn’t there for me. First the positives: I do appreciate the dual-purpose cards and planning decisions that force you to weigh immediate benefits versus the need for future resources. This could be the starting point for some rich and difficult decisions if it wasn’t for one thing: Resources seemed rare until they just weren’t anymore. I attributed this to the run in the requiem section. This area control mini-game was quickly gobbled up in each of my games leaving certain resources specifically used in this section expendable—later turned trade fodder for other, more beneficial resources. This tactical element was really the only standout feature in the gameplay.

While the travel and card market forces you to pay a variety of costs that change as the position of the carriage moves across the map or cards are purchased, there is always something else to do to alleviate any tension. Sure, you might have to pay an extra resource, but the benefits of each card seemed so balanced, I couldn’t ever justify reaching too far for a card. As for traveling, you often had to be in the right place at the right time. There are objectives you can snag to provide direction and end game points, but I had trouble again, justifying the cost/reward. These objectives certainly provide good scoring avenues, but attaining them took some serious focus (and a little luck).

The other disappointment is in upgrading your hand of cards. I love this idea, but the upgraded actions never delivered. This is a combination of the limited turns in the game where upgrading a card will only benefit a future turn and the fact the upgrades weren’t that much better than the base cards.

In the end, I never found myself getting too excited about the turns. There are opportunities to build mini-combos, but I never found myself getting too high or feeling tension. The gameplay is fine and I would probably be up for a game of Lacrimosa in the future, but it’s not something I would play regularly. There are some interesting decisions, just not enough to get me excited. While there is some variable setup with different composers and different cards, I don’t think there is enough variety to justify too many repeat plays.

I love the theme and its intended implementation, I just didn’t feel the gameplay provided an equally interesting experience. I never felt like I was helping write music or even telling tall tales of Mozart’s famous exploits. I can see fans of the subject matter embracing this and even enjoying the turns and the actions. For me, there are just too many other great games (produced by the same company) I’d rather play.

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