6 players 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: Faraway https://unfilteredgamer.com/review-faraway/?utm_source=rss&utm_medium=rss&utm_campaign=review-faraway https://unfilteredgamer.com/review-faraway/#respond Thu, 18 Jul 2024 03:46:45 +0000 https://unfilteredgamer.com/?p=23843 The post Review: Faraway appeared first on Unfiltered Gamer.

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Publisher: Pandasaurus Games
Player Count: 2-6 Players
Game Length: 25 Minutes
Complexity 2.25/5

In 2002, rapper Missy Elliott dropped a line that strangely describes Faraway when she spouted “Put your thing down, flip it and reverse it.” In Faraway, you’re going to be putting your thing down… then you’ll flip and reverse it. It’s really quite that simple.

Far from the modern music scene, players will be adventuring to a mysterious land full of strange characters, wonders and secrets… gaining fame as you seek balance in an ever shifting landscape.

In reality, you’re building a tableau of drafted tiles earning points through a variety of different combinations. The twist is after 8 tiles, you’ll reverse the entire order of tiles forcing you to score in reverse. It’s quite a trip for us linear thinking folks.

ON YOUR TURN

It’s the scoring twist that really helps Faraway standout. The game’s actions alone are fairly rudimentary: One any turn, players will simultaneously choose a tile from their hand and play it sequentially in a line in front of them. Players then draw new tiles from a community pot based on the lowest number tile played. If players played a tile larger than their previous tile, they gain a bonus card. Rinse and repeat.

I realize this is all very ambiguous, so let me briefly dive into the tiles that make the game run. Each tile in the game is unique, featuring a number, color, cool illustration and a combination of icons, scoring functions and scoring requirements. For example, a card may give you 2 points for every rock played, but you need 3 plant icons to trigger the action. On top of that, the card may have its own rock icon earning you an immediate 2 points if you’re able to meet the prerequisites. Bonus cards offer additional icons and scoring conditions to supplement your pursuits.

Enter the TWIST! 

A game consists of playing 8 tiles. Once the final tile is played, players will flip over all their tiles and reveal them one at a time in reverse order. Each tile will be scored based on what’s visible. So when you hit that tile giving you 2 points for each rock, you’ll need to have 3 plants visible as well as any rocks you hope to score. What this ultimately means is that you’ll have to rely on some pretty serious planning and a bit of luck to lock up your big time scoring ambitions.

We love to process things in linear fashion, so when a game like Faraway challenges the status quo, it can be a little jarring. Despite my best teaching efforts, Faraway is a game you have to play once to truly grasp. The idea of planning for the future so you can activate actions in reverse order will force you to look at Faraway in a different way.

ARTWORK & COMPONENTS

Each tile in Faraway is uniquely illustrated in a very stylized and vibrant look full of personality and flavor. The artwork does a nice job defining the game’s vibe. Whether the art is “your” style or not, it certainly helps Faraway stand out visually.

As far as components are concerned, you’re getting a stack of 68 tile/cards and 45 bonus cards. It’s a small box that doesn’t have a large footprint.

PROS & CONS

➕ Unique scoring twist gives Faraway a fresh spin

➕ Simple decisions feel weighty and challenging in the moment

➕ Simultaneous play and simple turns make this a quick play

➕ Card variety will force you to think on your toes and take unique paths each game

➕ Game plays great at all player counts

 

➖ Luck factor will occasional lead to a dud of a game

➖ I often get stuck with cards that “lead nowhere”

WHY WOULD YOU LIKE THIS GAME?

This is a game for players in the market for a think-y, quick playing card game that feels fresh and different. It’s easy to teach, but the learning curve adds to the game’s mystique. Once the game’s “ah-ha’ moment hits, you’ll be singing the praises of Faraway.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing the game has to offer is its spin on scoring. It’s a very simple twist, but I love how it forces you to plan and think differently. I imagine there’s a deeper metaphor about looking at life from a different angle, but for now, I’m just going to enjoy turning my cards around and scoring in reverse.

FINAL THOUGHTS

Faraway has been a huge delight and another solid, quick-playing, family-friendly game from the fine folks at Pandasaurs Games.

The game plays at a rapid pace, but the choices and turns feel deep and important. Each game, the lay of the cards will introduce some wrinkles on your standard strategy keeping you on your toes and keeping the game fresh. Every once and awhile you’ll get a dud. The tiles won’t fall just right and your luck may fail you. The upside is each game is over before you know it and you’re ready to go again.

It’s always refreshing to discover a new twist on board gaming and Faraway provided that for me. Unique in its ability to appeal to gateway gamers and more seasoned players, Faraway provides some serious mass appeal and fun. I highly recommend Faraway to any and everyone interested in board/card games.

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Review: Hideous Abomination 2nd Edition https://unfilteredgamer.com/review-hideous-abomination-2nd-edition/?utm_source=rss&utm_medium=rss&utm_campaign=review-hideous-abomination-2nd-edition https://unfilteredgamer.com/review-hideous-abomination-2nd-edition/#respond Thu, 13 Jul 2023 03:44:57 +0000 https://unfilteredgamer.com/?p=23639 The post Review: Hideous Abomination 2nd Edition appeared first on Unfiltered Gamer.

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Publisher: Tettix Games
Player Count: 2-6 Players
Game Length: 15-30 Minutes
Complexity 1.75/5

Competitors gather yearly at a secret location unbeknownst to the common man to participate in the Global Abomination Association’s monstrosity creation contest. Why do they do this? It’s simply: to create the most hideous abomination the world has ever seen! Muuuhahahaha!

Hideous Abomination is a fast-paced, family-friendly, tile-laying and set collection game full of bizarre creatures, underhanded interaction and Frankenstinian achievements and awards.

I had the opportunity to review the game’s first edition a couple of years ago and I was truly curious to see what upgrades, changes and enhancements have been made. You’re welcome to read my original review HERE, but I’ll cover all aspects below for players new to the game as well as those looking to see if this new edition demands a place in your collection.

ON YOUR TURN

I was originally drawn to Judson Cowan’s Hideous Abomination thanks to the silly theme and strange artwork. Cowan’s providing double duty here serving as both the design and illustrator. The game features a monstrous 190 card deck featuring tons of different illustrated monster styles broken down into heads, hands, tails and various other limbs and structures. While this might seem disgusting… it is, but in a cartoony, humorous and family-friendly sort of way.

Light on rules, Hideous Abomination provides easy access to a game that can be introduced in less time than it takes to read this entire review.

In Hideous Abomination, you’re constructing your own unique creature out of spare monster parts and earning end game awards for a variety of things such as having the most attached eyeballs or fingers.

On your turn you roll the monster dice and do 1 of a series of actions ultimately ending with the opportunity to add a spare part tile card to your creature (or possibly an opponent’s).

The primary die roll actions mainly revolve around gaining new monster parts. This can be accomplished by drawing from a community pool or from the tile deck.

Additionally, you might roll the opportunity to dig through the discarded tile deck or steal a part from an opponent. There are limitations on what you can and can’t steal, but this can definitely cause trouble for your opponents. The final die action is to draw an award card.

Award cards introduce new end-game scoring objectives throughout the game. Each game starts with 3 grand prize scoring objectives, but it’s not crazy to have 7, 8 or 9 new awards to pursue before the end of the game. These awards are awarded to the player with the most of something. The most hands, heads or ears for example.

Stolen body parts can lead to embarrassing holes in your creation that you’ll want to repair. Having a part stolen earns you bolts to help anchor down other parts to keep them from being swiped later on.

The game ends when the first player has closed off all open part tiles protruding from their monster. Now, these tiles can be played on your monster, but it might be more fun to play them on an opponent’s to mess with their hideous plans. Either way, once a creature is complete, players add up awards and any additional points and a grotesque champion is crowned.

WHAT’S NEW IN THE 2ND EDITION?

For the most part, Hideous Abomination looks very similar to the 1st edition. A new monster die has been added, but the main changes have to do with the game’s actions.

The biggest game changer is how end-game awards are revealed. Previously, you randomly chose a number of awards to go along with the standard grand prize awards. Here new awards are revealed throughout the game challenging you to pivot and adjust your plans. I think this makes the steal action a bit more relevant here than in the previous edition. Quick upgrades might be necessary to earn those last few award points and this may mean stealing from an opponent. While this might seem mean, we’re stitching random body parts together to form an abomination… so checking your moral compass at the door is sorta mandatory. Overall, this new addition forces you to be aware of your opponents progress and results in more player interaction.

The stealing action now provides bolts to the victim to minimize future thievery. This is a nice change to the eyeball and piles of bolts used previously. While it stinks to lose a critical monster part, the bolts are a fine consolation providing security and peace-of-mind towards other valued parts.

The potential for an increased number of end-game awards also increases the time spent on end-game scoring. This was a small issue in the previous version and can possibly expand here. While this can be annoying, it certainly isn’t a deal breaker and, in some cases, provided nice suspense when determining a winner. There are simplified rules that ignore awards and give victory to the first player to complete their abomination as well as an even more simplified version where you just draw tile cards blindly from the deck.

Lastly, the box has been reshaped from the previous cube to a flatter, more traditional shape. I do kinda miss the previous cube – it was certainly unique, but I can see the new shape finding a more comfortable place on your gaming shelf.

ARTWORK & COMPONENTS

The silly and strange monsters created by designer and illustrator Judson Cowan are the heart and soul of the game. There are 190 different illustrated monster parts and they all carry unique personalities. Stitching these random parts together to form your own abomination is a visual delight for both young and old.

Component-wise, there isn’t a whole lot in the game besides the creature and award decks. The cardboard bolts do a fine job anchoring down your tiles and the cards aren’t too thin. The monster die is a uniquely crafted die that rolls a bit funny, but adds to the aura of the game.

The rulebook is a breeze to read and digest guaranteeing quick on-boarding to your first play.

PROS & CONS

➕ This is a quick game that appeals to both gamers and families with kiddos

➕ Easy rules and an easy to read rulebook make learning a breeze

➕ The creative monsters provide a lot of personality

➕ The number of different monster cards along with the numerous end-game awards encourage lots of replay-ability.

➕ Plenty of opportunity for a bit of “take that” player interaction

➕ Seeing your completed abomination is equally hilarious and satisfying

➕ Small box game fits on any shelf

 

➖ End-game scoring can take a minute

➖ Stealing monster parts from your opponent could be upsetting for younger gamers

WHY WOULD YOU LIKE THIS GAME?

Players looking for a simple game with endless replay-ability and an incredibly fun theme are going to find the most enjoyment here. Hideous Abomination is great for families and kiddos.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is seeing your completed hideous abomination. Every monster is going to be unique making it fully your own—pursue your own monstrous style. The wonderfully silly artwork brings every monster to life—telling its own story.

FINAL THOUGHTS

On the surface, Hideous Abomination is a simple tile-laying, set collection game. It’s easy to teach, quick to play and works for gamers of all ages. What elevates Hideous is the wonderfully creative, whimsical and engaging monster illustrations. Suddenly I’m motivated to see what kind of strange creature I can build this time around. Scoring based on the number of fingers my monster has? How many tails I’m able to attach? Pure genius!

The added interaction is just enough to keep everyone on their toes between short winded turns while the finished product is truly satisfying whether you win or lose. The dice rolling element adds variation to the turns, but never really creates a true, luck-based advantage.

The 2nd Edition does a good job upping the interaction as well as providing added surprises throughout the game by randomly revealing end-game scoring awards. I wouldn’t say it’s 100% necessary to upgrade from the first editions, but it does tighten things up and creates a more enjoyable experience overall.

My 7-year-old daughter LOVES Hideous Abomination. With a library of hundreds of games at her disposal, she regularly drags Hideous Abomination to the table. Sometimes it’s to engage in a battle… Other times it’s just to sort through the tiles to find the right combination of monster parts. So I’m probably biased for that reason alone, but Hideous Abomination is a delightful game for our family that’s full of fun and delicious monster surprises. I whole-heartedly recommend this one!

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Review: Legend Raiders https://unfilteredgamer.com/review-legend-raiders/?utm_source=rss&utm_medium=rss&utm_campaign=review-legend-raiders https://unfilteredgamer.com/review-legend-raiders/#respond Sun, 28 May 2023 22:16:03 +0000 https://unfilteredgamer.com/?p=23597 The post Review: Legend Raiders appeared first on Unfiltered Gamer.

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Publisher: Post Scriptum
Player Count: 2-4 Players
Game Length: 30-45 Minutes
Complexity 2/5

Compete against the world’s great explorers and treasure seekers as you visit legendary locations and pursue mythical prizes to prove your worth

Legend Raiders is a light, quick, family-style, adventure-themed drafting and set collecting game where players seek treasure and match sets to earn the most points. Read our review below to find out if joining the ranks of Montana John, Lana Soft and Lin Diana Jones is right for you.

ON YOUR TURN

Turns in Legend Raiders are fairly simple and quick, giving the game a nice, fast-paced feel and a bit of lounge-in-cheek humor to keep things light.

The focus of the game is build-up your tableau of discovering tiles, working to maximize points and achieve potential end-game objectives.

During your turn, players begin by rolling a die that applies immediate effect to the turn. While typically beneficial, there are some mildly negative effects as well as rolls that could affect all players.

From there, players take 1 of 2 available actions. The first action allows you to draw a pairing of discovery tiles and tool tokens from the headquarters board to your persona player board. There is limited space, so you have to be selective when it comes to your choices.

The 2nd available action has you full-filling one or more of your discovery tiles. Discovery tiles require specific tools to be full-filled, forcing you to spend available tokens from your supply. Once completed, tiles are placed face down on your player board covering 1 of the 6 available spaces. When a player achieves 6 tiles the end game is triggered. Additionally, players draw expedition cards for each full-filled tile.

There is a neat balance to completing tiles since certain spaces feature icons that earn you points when tiles are completed. Each of the 3 spaces reserved for tiles not yet completed score points (discovery area), but only when they don’t have a tile on them. So there is a fun balance between tiles you’re pursuing and points you score after each completed tile. Now some completed tiles will earn you points, but you have to be careful about overloading your discovery area since it minimizes your point potential, but also affects your reserved discovery tiles available to you.

Expedition cards earned have the potential to score additional end game points based on sets of completed discovery tiles. Ultimately, the player with the most points is the winner.

ARTWORK & COMPONENTS

I’m really attracted to the fun, cartoony, Indiana Jones/Tomb Raider style artwork. It really immerses you in the theme and helps elevate the game’s fun-factor. The individual characters are all based on pop culture explorers and give you a fun persona to embrace throughout the game. Components are fine—the cardboard is good quality and definitely gets the job done.

PROS & CONS

➕ Light-hearted, brisk game good for families

➕ Fun theme with great artwork

➕ Simple, popular drafting mechanics create interesting turns that don’t bog down the flow of the game

➕ Game variant allows players to substitute die roll if you aren’t into luck-based games

➕ I really like the balance between loading up your discovery area, giving you more tile options and limiting those pursuits in an effort to maximize points when a tile is completed.

➕ The expedition cards add a nice additional layer that earns points for certain tilesets affecting your choices.

 

➖ Fairly basic mechanics don’t do anything new

➖ Simple game play may feel too basic for some players. This includes a limited number of choices.

➖ While not a negative, luck plays a large role in the game and can lead to some less than stellar games for certain players

WHY WOULD YOU LIKE THIS GAME?

This is a family game that introduces some fun, tested mechanics and some variation thanks to the different tile and token pairings. There are some additional layers with the die rolling and card drafting that supplements the game play and adds a little more interest and replayability, but it best serves as a gateway game for players who find the theme intriguing.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is finding the right balance to reserving discovery tiles, completing tiles and maximizing your score. A lot of this needs luck to properly work out, but there are mitigating factors at play so you’re still in charge of your own destiny.

FINAL THOUGHTS

Legend Raiders really goes as far as the theme works for you. I’m a fan of that pulp-y adventure style and I think that’s why I’ve enjoyed my multiple plays up to this point. It also helps that I’ve been able to play with my kids and it’s something that gives them interesting choices without being overwhelming. The rules are quick to teach and fairly easy for anyone to grasp.

This is a light, gateway game and it’s probably not going to satisfy more serious gamers. The drafting mechanics seem very popular right now and don’t necessarily bring anything new to the board game world. If you haven’t played too many drafting games, you’re probably going to enjoy this more. The game does run smoothly, plays quickly and is overall, a satisfying experience with the right expectations. I don’t have a problem recommending this for the families and kids who find the adventure theme exciting.

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Review: Gasha https://unfilteredgamer.com/review-gasha/?utm_source=rss&utm_medium=rss&utm_campaign=review-gasha https://unfilteredgamer.com/review-gasha/#respond Fri, 26 May 2023 21:04:05 +0000 https://unfilteredgamer.com/?p=23586 The post Review: Gasha appeared first on Unfiltered Gamer.

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Publisher: 25th Century Games
Player Count: 2-6 Players
Game Length: 20 Minutes
Complexity 1.5/5

Originating in Japan in the 1970’s, Gashapon are toy vending machines similar to any you might find at your local grocery or department store. The glass container gives you a peek into the possible prizes that can be won with just a coin and twist of the handle… so basically gambling for children… but we love it! 

Gasha attempts to mimic this experience by allowing players a peek into the riches a card choice can deliver. In this family-friendly, set collection card game, players will be trying their luck at gaining sets of toys that can later be exchanged for bonus actions and victory points.

ON YOUR TURN

The game takes place over a number of rounds where players take turns choosing 1 of 2 actions: draw 2 cards or exchange sets for rewards.

The game area consists of 4 stacks of gasha cards and 4 available set rewards.

For a simple game, Gasha is highly tied to its theme through the cards and mechanics. Each gasha card gives you a peek into the toy featured on the backside of the card by showing you 2 or 3 possible toys earned by drawing the card. Of course, just like engaging a gashapon, you may or may not end up with your desired toy, but this clue does help you in your pursuit of certain sets.

Cashing in sets to earn reward cards is your 2nd potential action. Reward cards feature specific toy requirements necessary to achieve a point reward. Choosing this action simply means exchanging the required set for the reward card. Reward cards also feature tickets with certain colors where pairing two same-colored ticket sides together earns you a bonus token that can in-turn earn you additional points or feature bonus actions.

Games continue until one of a variety of end game conditions are met. Players then add up their points and the winner is crowned gasha champion for the night.

ARTWORK & COMPONENTS

Artwork in Gasha leans heavily on it’s Japanese influence presenting a variety of illustrated toys is a light-hearted, anime-style. The game features 110 cards and a few cardboard tokens. It doesn’t seem like a pricey game and the production isn’t over the top. The rulebook is short and easy to follow.

PROS & CONS

➕ Fun, simple choices make this one great to play with kids

➕ The theme is very strong, successfully emulating a traditional gashapon machine.

➕ Secondary reward card choices potentially earning you bonus tokens adds an additional layer of engagement

➕ Super accessible game that can easily be picked up in minutes with no prior knowledge of the rules

➕ Quick play time keeps the games light and brisk

➕ Playing up to 6 players, Gasha works for larger families

 

➖ While I’m surprised by how well the theme is integrated, the game is ultimately forgettable thanks to a lack of depth and replayability

➖ Gasha tries admirably to bring variability to each game, but the differences each play brings with available reward cards or new bonus tokens feels minimal.

WHY WOULD YOU LIKE THIS GAME?

If you’re looking for a light-weight, family-friendly game to play with the kids, you can definitely do worse than Gasha. There is just enough strategy to challenge young kids new to gaming as well as keep adults interested.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about Gasha is how the theme is tied into the mechanics. It really feels like you’re playing a gashapon machine. I enjoyed being able to see the potential outcomes of each card beforehand. This helps mitigate the luck factor and creates a fun, push-your-luck mechanic.

FINAL THOUGHTS

Gasha is a fairly harmless game. It’s light, quick and provides some fun decisions. I’m not really excited about the theme, but I really appreciate the thought that went into bringing the theme to life. The turn choices do create some fun moments that I think will work well for younger kids just getting into gaming. Gasha wouldn’t be my first choice off the shelf, but I’ve enjoyed all my plays. My kids really like the silly toys you can earn and the game’s accessibility and quick pace guarantees I won’t lose anyone before we’re through (parent’s will understand this one). If the theme seems interesting and you’re in the market for a light, portable, quick card game, Gasha is a decent distraction good for a few laughs.

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Review: Thrones of Valeria https://unfilteredgamer.com/review-thrones-of-valeria/?utm_source=rss&utm_medium=rss&utm_campaign=review-thrones-of-valeria https://unfilteredgamer.com/review-thrones-of-valeria/#respond Sat, 08 Apr 2023 18:38:00 +0000 https://unfilteredgamer.com/?p=23518 The post Review: Thrones of Valeria appeared first on Unfiltered Gamer.

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Publisher: Daily Magic Games
Player Count: 2-6 Players
Game Length: 30-40 Minutes
Complexity 2/5

Thrones of Valeria places players in the fantasy world of Valeria for the popular game of Thrones, a trick-taking game that brings together the Nobel Houses and different guilds of the land in this strategic, cutthroat card game.

In this spin on the trick-taking genre, players will not only be attempting to win tricks, but will intentionally manipulate the value of a suit throughout the round by activating unique card actions. Careful planning and a little luck can maximize your return, successfully put obstacles in the way of opponents or earn you valuable loot without even winning the hand. See if Thrones of Valeria from Daily Magic Games is the next must-play trick taking game in our review below:

ON YOUR TURN

On the surface, Thrones of Valeria follows a familiar trick-taking pattern: The lead player plays a suit, others must follow in that suit and the card with the highest value wins the trick.

Thrones introduces a more fluid and chaotic approach by adding a number of variables typically triggered by specific actions on each card. The winner isn’t necessarily the player who wins the most tricks, it’s the player who comes away with the most coins.

Play begins by dealing players a set number of cards and randomly drawing “house” tiles to determine each suit’s value on the house standing board. The house standing value determines the monetary prize you receive when you win a trick in that suit… but they are anything but set in stone. The top spot on the house standing guarantees the winner of the trick using that suit 5 coins. The next spot earns you 3, then 1. The final 2 spots lose you 1 and 3 coins respectively. So while winning is typically the goal, winning a trick with a suit in the basement of the  house standing will actually cost you 3 coins.

So I’m stuck with a hand of cards with low valued suits. What’s a Valerian to do? I’m glad you asked!

The lead player begins the traditional trick-taking song and dance by playing a card and the other players follow suit if they can. In Thrones, each card carries with it a special action/ability that activates the moment the card is played. This will allow you to gain/steal extra coins, draw new cards and most importantly, manipulate the order of the house standings. Each of the 5 suits contain 9 different numbers and each number has its own action.

Each card action corresponds to its Valerian counterpart. The Assassin can immediately move a house tile to the lowest spot on the house standing. The Thief allows you to take 2 silver from an opponent, the Rogue allows you to swap 2 adjacent house tiles while the Matriarch allows you to move a house up 2 spaces. Of course there are other actions you can take, but they all center around gaining coins, drawing new cards or manipulating the house standing.

If you don’t happen to have a card in the played suit, you can play any card from your hand. If that card sits higher on the house standing at the end of the trick, you receive the reward, not the lead suit. This can lead to some aggressive shuffling of house tiles as everyone is jockeying to adjust the standings in their favor.

Additionally, there are 3 special cards in the deck that will trump any suit, but require payment to play. The game lasts 2 rounds through the deck and the player with the most coins at the end is the winner.

ARTWORK & COMPONENTS

Thrones of Valeria has its own unique art style. Illustrated by Mihajlo Dimitrievski, the cards have a fun, sketched look that presents each card number/type in a fun, stylized way. The house tiles are similar to something out of Azul and the central game board is small, but effective. Overall, the production feels right for the weight of the game. My biggest complaint by far was the silver and yellow colored suits were really hard to see… the only major flaw in the design.

PROS & CONS

➕ Unique twist on trick-taking

➕ Fun theme

➕ Quick setup and gameplay

➕ Interesting decisions

➕ Nice mix of strategy and luck

➕ Multiple gameplay modes for 2 players and team play.

 

➖ While I like the luck factor, luck can dictate success or failure

➖ Certain card colors are difficult to read

➖ Despite good iconography, it will take a few games to become comfortable with the card abilities

WHY WOULD YOU LIKE THIS GAME?

Fans of trick-taking games are going to enjoy this new spin on the genre. While it’s not 100% necessary to enjoy the game, fans of fantasy themes and even the Valerian series are going to get a little extra out of this. Thrones brings a more think-y element with the added card actions creating a more strategic experience than the casual trick-taking game.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing is the wild chaotic nature of the game. While you can plan ahead, things never go exactly as they should. Someone always has that card that puts a wrench in your plans. That’s not to say you’re helpless to the whims of chance. It’s particularly satisfying when you win with a sub-par hand, carefully manipulating the game just enough to limit your opponents victories and maximize your attack.

FINAL THOUGHTS

Trick taking games feel like a dime a dozen, but Thrones of Valeria really stands out. This is a really good design that is both lean and unexpected, celebrating the genre with an entertaining, think-y new twist.

I am a huge fan of the house standings where winning doesn’t always mean winning. Unless you’re actively managing the positions of this standings, you can turn a good hand of cards into little to no return. Realizing when to strike to maximize your plunder requires both offense and defensive planning. There are a number of cards that will earn you coins in a losing cause and knowing when to play these is the kind of strategic opportunities that make this game exciting—it’s allowing you to layup, but still see a positive outcome. Winning a trick with the lowly 6 card bypasses the house standing earning you 6 coins… This could be a big win and I love the challenge of making this happen.

The card actions provide that extra layer of flavor bringing a strategic personality elevating Thrones to the next level. I love the juicy actions and there seems to be just the right amount to keep things interesting without overwhelming the player. It might take 2 or 3 games to get the iconography down, but it soon becomes second nature.

If you’re not a fan of mixing a little luck in your game, Thrones of Valeria probably isn’t for you. The card actions bring a lot of strategy into the gameplay, but you will feel nature is working against you from time to time. There will also be turns that feel completely random and frustrating at times, but on the flip side, orchestrating 2 or 3 consecutive turns to perfection will put you on top of the world. So there is a balance of strategy and chance, but it feels right to me.

I am so impressed with Thrones of Valeria. It’s fun and fresh and doesn’t overstay its welcome. There is a think-y element that keeps your brain processing and players engaged, but it’s not overwhelming or heavy. The rulebook isn’t the most intuitive, but learning the game is simple and despite the various card actions, is pretty easy to teach. Each player gets a reference card that clarifies all the card actions bridging that gap nicely.

Thrones of Valeria works as a family-style game as well as for more serious games. The player count provides plenty of flexibility for couples or larger groups and the experience doesn’t waver for one or the other. If you’re looking for a trick taking game with a nice twist, Thrones of Valeria is a great choice. It definitely has a place in my collection.

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Review: Between Two Castles of Mad King Ludwig https://unfilteredgamer.com/review-between-two-castles-of-mad-king-ludwig/?utm_source=rss&utm_medium=rss&utm_campaign=review-between-two-castles-of-mad-king-ludwig https://unfilteredgamer.com/review-between-two-castles-of-mad-king-ludwig/#respond Sat, 18 Feb 2023 04:54:57 +0000 https://unfilteredgamer.com/?p=23470 The post Review: Between Two Castles of Mad King Ludwig appeared first on Unfiltered Gamer.

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Publisher: Stonemaier Games and Bezier Games
Player Count: 2-7 Players
Dedicated Solo mode: No
Game Length: 45-60 Minutes
Complexity 2.25/5

What the king wants.. the king gets! As a master builder it’s up to you to provide the Mad King Ludwig with a castle that suits his greatness. But you won’t be working alone. A castle of this magnitude will require two master builders, each working diligently to produce the most monumental monument to the king.

Between Two Castle of Mad King Ludwig is the product of a mash-up between two of the industry’s biggest publishers: Stonemaier Games and Bezier Games. Previously, Stonemier had produced Between Two Cities and Bezier did Castles of Mad King Ludwig, so it made sense to the powers that be to mix the two together and see what happens.

This is a tile drafting game where players are not building just one castle, but two, cooperating with your opponents to the left and right of you at the table. Each tile represents a room in the castle and features their own unique scoring opportunities where placement, and type matter. Bonuses can be earned, but balance is key in this unique setup. Let’s find out if you’re up for the task of the Mad King himself.

ON YOUR TURN

Each player begins the game with a stack of tiles and castle throne room sitting between them and their neighbor. Between Two Castles of Mad King Ludwig introduces a unique concept I really haven’t seen anywhere else. You’ll be cooperatively working with the opponent on your left and the opponent on your right to build the castle between the two of you.

The game takes place over two rounds, with each round made up of 4 turns. Each turn is played simultaneously where you draft two tiles from your stack, pass the stack onto the next player and play a single tile on each of your castles. Your opponents will do the same adding a total of two tiles to each castle each turn.

Each tile represents a type of room available to be built in the castle. You’ll have the opportunity to build bedrooms, eating areas, gardens and dungeons to name a few. Each tile also features unique symbols and a unique scoring ability that will either depend on the placement in the castle or how it relates to other types of rooms throughout (example: earn 2 points for each utility room in your castle). Tiles will dictate whether they can be played above ground or below. Bonuses can be earned by playing 3 of a kind in your castle which can create expanded scoring opportunities and even a combo or two.

Once the second round has been completed, players score each castle and the lower value of the two you worked on is your final score. The player with the highest score is the ultimate master builder and everyone else ends up in shackles, in one the newly crafted dungeons.

ARTWORK & COMPONENTS

The artwork here is fairly well done as a whole, but the tiles are pretty small and definitely take away from the impact the art could have had overall on the game. In fact, all my complaints stem from the small size of the tiles. The icons and symbols throughout are really hard to read. This can really be a problem if your play area isn’t ideal, giving you easy access to both of your adjacent castle-building projects.

The tile storage solution is really solid and makes setup and tear down super easy—I love the thought and consideration that went into this.

The rulebook does a good job communicating each tile’s actions. There were only a couple times I had questions about a tile’s scoring requirement, but they are all pretty intuitive and easy to figure out.

PROS & CONS

➕ Simple gameplay is easy to teach and pick up for new players

➕ Great storage solution make for an easy setup

➕ Fun theme and unique gameplay

➕ Good for both families and gamers

 

➖ Effectively managing two castles can be a bit much

➖ While the scoring is cool in itself, it is a pain to compile at the end of the game

➖ Gameplay feels a bit dated and dry

WHY WOULD YOU LIKE THIS GAME?

This is a tile-laying game with a strong puzzle-y element. Players who enjoy abstract games with a stronger theme are going to get the most out of this one.

BEST THING ABOUT THIS GAME?

The best thing about this game is the unique, cooperative gameplay. While there is only a single winner, players must work with their neighbors to build the most point-tastic scoring castle.

FINAL THOUGHTS

On the surface, Between Two Castles of Mad King Ludwig is a fairly simple game. During your turn, you draft two tiles and place those tiles. You continue this over 8 turns and that’s it.

The theme does a good job of selling a bigger idea with more backstory that draws you into this world. The tiles have a lot of personality and setup is a breeze, so there is a lot to like from the get-go. I haven’t had the opportunity to play either of the predecessors to Between Two Castles of Mad King Ludwig, so I’m coming in without any expectations or preconceptions.

The semi-cooperative nature of the game really stood out. I love the idea of working with another player in our own little mini game. While I’m sure there are a few, off the top of my head, I can’t think of another game that works quite like this one does.

I’m also a huge fan of open drafting. I love the pick and pass concept especially in games where the hand or tile stack will come back around. That’s likely not the case here since you’re typically playing 3 or more players and the most you’ll see your original hand again is once. In this case, you’re hoping to leave your neighbor with tiles that will benefit and even compliment  your mutual castle. There aren’t any rules to communicating this, but we typically refrained from making suggestions to our neighbor just to keep things civil.

Each tile features some unique scoring path you’ll need to meet to earn points. This might mean how you align tiles within your castle such as placing them next to a certain tile type or surrounding it with another or how many of a certain type live in your castle at the end of the game. This may have been unique when it was first released, but feels a little standard and dated at this point (5 years later). I’m ok with this concept for a single castle, but it feels a little more chaotic than it should when you’re trying to manage two separate castles. As your castle’s grow there is more to keep track of and it becomes a little much for me. When you collect three tiles of the same type, you’re able to earn a bonus. This is a nice addition to the game, but I likely missed out on a few of these because it’s difficult to keep up with all the tiles you and your partner have played.

My biggest struggle is the size of the icons on each tile. It’s critical to be able to easily identify these for strategy and scoring direction, but the icons are so small it’s often hard to make them out sitting between the two structures. There is a lot the developers wanted to include on each tile (artwork & icons) while facing the limitation of keeping them at a decent size. I understand the challenge, but that doesn’t make the players actions any easier. The tiles are a bit of a mess from a functionality standpoint and that definitely affected my enjoyment of the game.

In the end, I really appreciate what Between Two Castles of Mad King Ludwig is trying to do. It has that nice polish you get from a Stonemier or Bezier game, but it struggles a bit due to some unfriendly concepts. The scoring at the end, while satisfying to an extent, is so tedious that it really deflates any momentum and good will built up over the course of the game. I LOVE the easy setup and clean up and that may be the game’s saving grace. It’s also highly accessible, being easy to teach and could be a lot of fun for gateway gamers looking for a “think-y challenge”. For me, it ends up feeling a little dated and creates speed bumps that bog down the flow and my enjoyment of the game. It’s a game that I wouldn’t be opposed to pulling off the shelf, but I’ll likely recommend two or three others that fill the same void, but do it just a little bit better.

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Review: Marvel Dice Throne + Expansions https://unfilteredgamer.com/review-marvel-dice-throne-and-expansions/?utm_source=rss&utm_medium=rss&utm_campaign=review-marvel-dice-throne-and-expansions https://unfilteredgamer.com/review-marvel-dice-throne-and-expansions/#respond Sun, 23 Oct 2022 01:26:14 +0000 https://unfilteredgamer.com/?p=23291 The post Review: Marvel Dice Throne + Expansions appeared first on Unfiltered Gamer.

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Publisher: Roxley Games / The Op
Player Count: 2-6 Players
Dedicated Solo mode: No
Game Length: 20-40 Minutes
Complexity 2/5

The hugely popular Dice Throne series gets the Marvel treatment in this latest edition of the card playing, dice rolling battle for greatness.

Choose between Thor, Spider-Man, Loki and the Scarlet Witch available in the base game or add Doctor Strange, Black Widow, Black Panther and Captain Marvel through the expansions. Each character has their own strategies and abilities giving you a unique experience no matter which side you’re on. Roll handfuls of dice to activate special abilities and upgrade your character in this tug-of-war, crowd-pleasing combat game.

PLAYING A TURN

The concept is simple: the first player rolls their dice, choses their attack then their opponent rolls for defense. While that’s not all there is to it, you can get an idea of how straightforward the gameplay is for Marvel Dice Throne. Where the game excels is in the presentation and personality infused in each individual character. Each character has its own set of rules and abilities that require its own unique strategy to master.

Each character begins a game with its own base set of actions. Throughout the game you’re managing a heath dial and combo points. Your health dial obviously determines your ability to sustain injury. You’ll be able to exchange combo points to activate cards you’ll draw throughout the game. These cards can provide you instant turn bonuses while others can be used to upgrade your character board to provide more impactful and exciting abilities.

Similar to a game of Yahtzee, the active player will roll 5 dice with the ability to re-roll a total of 3 times to gain their desired combo. Each character has their own custom dice equipped with personalized icons specific to that character and their universe. While multiple abilities can possibly be triggered on one turn, most actions require a set, a run or some unique pairing of symbols. Damage is inflicted on their opponent and then the opponent has an opportunity to respond with any combo cards and a roll of the dice to provide a counter attack.

Where each player truly defines its unique abilities is in their personal play tokens. These tokens can be earned in a variety of ways (I’ll dissect each character individually below) and used to enhance attacks, limit their opponents or just cause trouble.

Play continues until one player’s health has been depleted entirely and a champion is crowned.

UNIQUE GAME EXPERIENCES

Dice Throne is beautifully illustrated and produced. Each character has these unique, dice-cut boards that unfold.  The dice for each character is unique along with custom tokens and a number of special combo cards. Despite all that, each character is a truly asymmetrical strategy that stems from their base actions, upgrades and unique token abilities. I want to briefly break down each character, identifying unique abilities and standout features just to showcase a bit of the game’s depth. Players also have the opportunity to share these tokens so while they’re associated with a certain character that doesn’t mean they’re exclusive to them—this can affect team games or temporary alliances.

THOR – BASE GAME CHARACTER

Thor brings a lot of power to the game with a number of potentially undefendable attacks. A standard turn only allows you to draw 1 additional combo card where Thor can collect Electrokinesis tokens that allow him to draw additional cards which equate to more possibilities. What would a Thor character be without Mjolnir, Thor’s hammer? Thor can throw this at an opponent inflicting damage and later retrieve it. Thor doesn’t have a terribly great base defense, but he makes up for it in offense.

SPIDER-MAN – BASE GAME CHARACTER

Spider-Man is a great beginner character for players. Technically, Miles Morales: Spider-Man, you’ll have a fairly balanced attack and defense board with less complicated token abilities. Spider-Man has speed on his side since he can spend Combo tokens to bring a 2nd attack on a turn. When webbed tokens are activated, his attacks are undefendable. Spider-Man’s unique effect is his ability to turn invisible. This token defends against a typically undefendable attack.

SCARLET WITCH – BASE GAME CHARACTER

Scarlet Witch can be a challenging, but very powerful character if used properly. She has a unique board that uses her spell casting abilities as well as provides a strong defensive skill set that, instead of inflicting damage on the opponent, helps her reload her tokens for a future turn. The Scarlet Witch can change die symbols, exchange and opponents die for one of her own, steal opponents abilities and build attack multipliers with her Crackle effect.

LOKI – BASE GAME CHARACTER

Loki is the god of mischief, and his toolset reflects that persona. His token abilities are a bit of a gamble that can either punish an opponent or benefit them. With the Illusion effect, an opponent chooses between 3 cards: one a benefit, one neutral and one destructive. The Bag of Tricks forces an opponent to roll a die and deal with the repercussions (good or bad). Using the Spellbound token will actually deactivate one of their opponents board actions for that turn. Loki can be a lot of fun, but in a game of dice rolling, it adds even more luck to the pot.

DOCTOR STRANGE – DOCTOR STRANGE VS BLACK WIDOW EXPANSION

Stephen Strange comes with a set spell cards that can be prepared and executed during play… even casting spells from your discard pile makes him even more dangerous. Using Crimson Bands, Doctor Strange can limit an opponent’s ability to play cards. Other tokens allow you to draw additional combo cards and the Deja Vu token allows you to completely restart your roll if things aren’t going your way.

BLACK WIDOW – DOCTOR STRANGE VS BLACK WIDOW EXPANSION

All about espionage, Black Widow can be elusive, deflecting damage. Using Cover Ops, she plays a card drawing game where she can potentially search her deck for board upgrades. Black Widow also has a time bomb token that can be played on an opponent. During each turn, the opponent has to roll a dice and the outcome will either advance the token or defuse it. Once the token reaches zero it causes damage.

BLACK PANTHER – BLACK PANTHER VS CAPTAIN MARVEL EXPANSION

Black Panther has 8 Kinetic Energy tokens. You can increase attacks by 1 for every 2 you have on your board and they restart when you reach the maximum of 8. But… upon reaching 8, you also get a haul where you gain combo points, draw cards and deal 5 damage. So it’s really about choosing the right time to cash in and get the most out of the process. The Vibrant Suit token prevents 3 damage as long as its worn. Depending on the length this token is active, it could mean 2 or 3 more turns in the game and that’s big time.

CAPTAIN MARVEL – BLACK PANTHER VS CAPTAIN MARVEL EXPANSION

Tokens like the Cosmic Ray will give Captain Marvel the ability to add to their attack by rolling additional dice.  The Cosmic Flare deals damage to all opponents. It’s not super powerful (only 1 damage), but it is widespread. Finally the Radiance token allows you to change any dice to any value. Captain Marvel seems to have plenty of punch on her board, but the tokens are just ok in my opinion.

PROS & CONS

➕ Fairly easy to teach

➕ Quick game time

➕ Asymmetrical characters provide plenty of unique experiences

➕ Beautiful, thematic production

➕ Great replayability

➕ Expansions extend the game in unique ways

➕ Dice rolls lead to lots of exciting turns

 

➖ It’s tough to say if every character is truly balanced

➖ Limited number of combo cards are revealed each game – I want more!!!

WHY WOULD YOU LIKE THIS GAME?

This is one of the best dice chuckers out there. There are so many fun choices and combos you can build. The game plays quickly and there is tons of variability with different battle combos. Fans of dice games are going to enjoy this version of Yahtzee on steroids.

BEST THING ABOUT THIS GAME?

The best thing is how different each character plays. I loved discovering each hero or villain’s abilities and working to implement the best strategy to use them.

FINAL THOUGHTS

When I picked up Marvel Dice Throne I had never played any of the Dice Throne series from Roxley.  I had heard great things about it, but how much fun could a souped up game of Yahtzee be? Additionally, I was feeling a little Marvel exhaustion at the time. I had reviewed Marvel Battleworld which was really for the kids, Marvel: Remix which is a fun, reskinned version of Fantasy Realms and Marvel United that just didn’t sit right with me or my kids. So while I was curious about the Dice Throne line, I wasn’t thrilled to be playing ANOTHER Marvel game.

Thankfully, the beautiful production and artwork were just the beginning. Marvel Dice Throne is a great balance of game length, quality, fun and depth. I love the replayability with the different characters. This is fun for kids of all ages… there really isn’t much here not to like. It is a dice chucker and I know that doesn’t work for everyone, but there’s always going to be a level of excitement rolling dice. The different choices for each character guarantees something cool will happen each turn – so you’re left with nothing from a bad roll.

I was really surprised how different each character plays. And that’s not just trying to learn the character you’re using… Learning your opponents, their abilities and how to defend them is just as much a part of that discovery. On top of that, different players are going to use different characters differently. Add in the player upgrades and combo abilities and there is a lot of depth to this game, but you don’t need to explore all of it to enjoy it.

Another major plus for the game is that it’s really accessible. The individual character abilities might seem a little intimidating at first, but a quick overview of those abilities and you’ll be playing in no time. I think this is also something that works as a family game. The mechanics are fairly simple and younger kids are going to enjoy the characters and theme.

The game also has flexible play modes providing setup for 2v2, 3 player and even games up to 6.

I didn’t know what to expect getting into this, but I’m really glad I had the opportunity to play this. I’m also excited that they made this available in retail stores. This is the type of game that can really cross over and bring new, potential gamers to the hobby. With its beautiful production and exciting actions, it can really serve as a bridge to an entire world of board gaming. Marvel Dice Throne is definitely going to have a place in my collection and I look forward to perfecting my strategies for all the available characters… and hopefully future characters 🙂

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Review: Godtear https://unfilteredgamer.com/review-godtear/?utm_source=rss&utm_medium=rss&utm_campaign=review-godtear https://unfilteredgamer.com/review-godtear/#respond Sat, 22 Oct 2022 13:50:24 +0000 https://unfilteredgamer.com/?p=22972 The post Review: Godtear appeared first on Unfiltered Gamer.

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Publisher: Steamforged Games
Player Count: 2-8 Players
Solo mode: No
Game Length: 60-120 Minutes
Complexity 2.8/5

Dear board game gods, I beseech of you to bequeath upon me a hex movement, skirmish game with dice resolution in battles that is light and easy yet full of deep strategy. O that you would answer my prayer and bring joy to my heart and my table…

Have you ever had a strong positive and negative reaction to something at the same time? It makes you feel like your head is not right as two conflicting emotions crash into one another: love and hate. Well, that’s today’s game: Godtear. Spoiler: we love this game and recommend it, but we’re going to be harsh on the way they sell it.

OVERVIEW

Godtear is a hex-movement skirmish game that resolves battles with special abilities and dice. In Godtear you will be controlling war bands, each being made up of a mighty champion and their followers, seeking the glory of gaining power from the godtears that have fallen. In a time when all worshippers of the gods have ceased their devotion, a few champions seek to resurrect the pantheon by absorbing the power of the crystals that are the carcasses of the gods who once ruled the realm. Now they battle for control of those godtears in the ruins of the countryside where they have fallen and begun corrupting the earth. You’ll be moving your champions and their followers around the board trying to gain points through either vanquishing your foes or claiming control of the hexes from which the godtear’s energies spill out to empower you. You win the war by being the first to gain 5 points, with points being awarded at the end of each round based on who has most turned the battle (round) in their favor. This game is so much fun because it’s a mechanically light, yet strategy-rich skirmish game with interesting asymmetry and combinations that ensure you’re never playing the same game twice, and you’re always calculating and maneuvering for tactical advantage.

SETUP

Lay out the board. Select one of six possible scenarios. Set the godtear objective hexes where they go for the scenario. Choose your war bands—there are four classes of war bands with many options in each class, and you can mix and match at your pleasure. You may choose to face one another with as few as one and as many as four separate war bands each, but the “standard” game (so says the rules) is three war bands versus three war bands. Place your models into the start hexes for your side. Done.

A ROUND

Each game is going to have 3 to 5 rounds, and if you win the round, you get the point(s) for the round. The first round is worth 1 point. Round 2: 2 points. Round 3: 3 points. Round 4: 2 points. Round 5: 1 point. If a player ever has 5 points at the end of a round, the game is over (so at the end of the 5th round, someone will always have 5 points.)

During the round, you’ll be moving markers back and forth based on the accomplishments of knocking out your enemies and claiming objective hexes so that you control the godtears. It looks like a sort of tug of war as you each move the marker back and forth. At the end of the round, whoever has managed to pull the marker to their side will get the points for the round.

The rounds break into 2 phases: 1) the Plot Phase and 2) the Clash Phase.

During the Plot Phase, beginning with the starting player, you will be able to take two actions with your champion and two actions with your followers. Possible actions will include: advancing (moving) according to their speed; using a skill—every champion and followers have unique skills, which makes for amazing combinations and replayability; claiming an objective hex and placing your banner if your hero is next to the godtears; rallying—clearing a champion’s wounds if they were defeated; recruiting—bringing more follower models back onto the battlefield if any have been defeated.

You choose either your champion or followers and take two actions, and then take two actions with the others. If you’re playing with multiple war bands, you keep taking actions until you’ve taken actions with every champion and set of followers. Then it will be the other player’s turn to do the same. Then you move to the Clash Phase.

During the Clash Phase, the Skills will likely have changed somewhat and champions cannot claim objective hexes during this phase. Other than that, the options remain the same, except now the turn is going back and forth: you choose one champion or set of followers to take two actions with, then the other player gets to choose one champion or set of followers—and back and forth the turn goes until both players have taken actions with all their champions and followers. Then you’ll check to see who has moved the round marker to their side, and they take the points for the round.

Once someone has 5 points at the end of a round, they win the game.

SCALABILITY

This is a two-player game (according to rules, though I could see some possibilities for a house-ruled team variant).

LENGTH OF GAME

Once you learn the game, I would say that it’s going to take anywhere from 30 minutes—maybe even a little less—to a little over an hour; mostly depending on the number of war bands you are playing with. Our first game had some bumps in the road with learning (that I will address in a later section) that caused it to run well over 2 hours. But once we got it, I don’t know that any of our games made 90 minutes at any number of war bands.

COMPONENTS (AND GODTEAR’S “UNIQUE” MARKETING STRATEGY)

The artwork is fine. It’s pretty generically blah on the board, but not ugly. The miniatures are grade A and look great on the table and really create the atmosphere of the great battle to control the godtears. The game looks and feels nice, and I really don’t have much to say in the way of criticism of the production. It’s really, truly well done.

The dashboards are pretty flimsy and could’ve been made out of cardboard, instead of card stock. You’ll probably want to just laminate them for long-term protection and playability (although the dashboards are completely unnecessary once you understand the game).

But I have a bone to pick with Steamforged about how you obtain components.

First of all, even though the sculpts are all unique and distinct, since multiple war bands are the same color (only 4 colors for the 4 classes) you are not going to be able to tell some of them apart easily. It’s hard to remember who is on your team and who isn’t when you’ve only got 10 players—hence skins vs. shirts in basketball. When you’ve potentially got 30 or more players on the court—or in this case battlefield—it is chaos! You need a way to distinguish between the two sides of the conflict. Now conveniently, for another $20, you can buy base rings in black and white from Steamforged to make that distinction. You know: they don’t all fit quite right, some of the bases won’t take base rings, and despite the rules saying you could each play with up to 4 war bands and that $20 only buys you enough for each side to play with 3 war bands, they’re great (Sarcasm sarcasm.) But THEY SHOULD COME WITH THE BLOODY BASE GAME. The base rings should be included in the game and expansions, not something you buy separately. Unacceptable, guys. You’re not breaking the bank. Raise the price a little on the game if you have to and send the base rings with the game. If you say that the “standard” game is 3 war bands vs. 3 war bands in the rules (which you do), then that’s what you need to sell as a base. Otherwise, it’s not “standard.” You guys don’t seem to know how English words work.

Second, this lack of knowledge of English comes out in the rules in that the “Unit” vs “model” language is confusing at times in the rulebook, among other issues. This caused certain parts of the rules to be a little hard to figure out, which is why our first game took so long even with 1 vs. 1. Their play-through on Youtube is the only thing that helped us figure it out. Everything you need to know in the rules, but it could be worded far more clearly, and certain clarifications could be included multiple times on different pages. Especially in their cheat sheet, that we just wound up enhancing ourselves.

Furthermore, each war band should come with its own dashboard. There are 3 dashboards in the base game, but only two war bands. There either needs to be the ability to order more dashboards separately or 4 base war bands and dashboards need to come in one box. Another solution would be to include a dashboard with each expansion pack. The rules allow for each player to have up to four war bands and yet my understanding is that if you buy both base games you would only receive a maximum of six dashboards. There is no availability to buy extra dashboards that I’ve seen. I feel the company could have spent a little bit more on better dashboards and offered the maximum amount of dashboards you were allowed to play with without drastically changing the price, ensuring that people stayed hooked into the game instead of needing to find their own workarounds. It’s a little annoyance, but it’s the kind of thing that can turn someone off a game—especially since the game is trying to target newcomers to the genre.

IN THEIR DEFENSE…EXPANSIONS

Now you should know, that while this game is well balanced when you’re using multiple war bands that compliment one another, 1 war band vs. 1 war band may be pretty lopsided. For example, Kailinn’s war band is only really balanced if played against Helena, but in our plays, Kailinn was pretty outmatched 1 on 1 against others. Once you each start using multiple war bands, the different classes complement one another quite well, even if you’re only combining 2 classes, and especially once you start using 3 or all 4 classes together, regardless of which individual war bands you choose.

We like that the game has suggestions for gamers new to tabletop games or just new to Godtear, and the rules have suggestions for more advanced play after you master just playing one war band vs. one war band. And we have to admit, just trusting their pricing—because let’s face it: if you know anything about the board game scene, profit margins are razor-thin, so prices generally are normally pretty reasonable once you factor in design time and production, even if the price seems high at first—breaking the game down into something you can buy a little at a time makes the entrance fee to this game a lot lower. The starter packs seem to sell for around $55 and come with 2 war bands for 1 vs. 1 play, a board, the instructions, and 3 dashboards. Why the starter box comes with 3 dashboards doesn’t make any sense, but we digress. Each expansion (an expansion is essentially just one war band) is about $33. On the Steamforged website, they have some deals such as both starter sets and 5 expansion packs for $130; or both starter sets and 11 expansions for $350.

SO WHAT DO YOU THINK?

The game is simple, elegant, and well-designed. But the marketing decisions are confusing—they are trying to force people to buy more stuff, and that makes me want to rebel and not buy any of their stuff.

But, let’s just say that though they sent us this for review for free, they got us to buy more from them. And we’d like to get even more because it’s just so fun! Argh! Stupid materialism. So, they should have sold a complete package. But, we willingly spent the money to buy the complete package and more because it’s such a great game, so do with that what you will. Needless to say, despite my conflict about their sales tactics: we LOVE this game!

It’s funny, I was talking with my wife about looking for a game that was a little easier to teach, but still needed a lot of tactical strategic thinking; a game that resolved battles with dice, but had enough mitigation or low enough impact from each dice roll that it was still really strategic and engaging. What should drop into my lap but Godtear! This is exactly the game I was thinking and dreaming about. The board game gods heard the desires of my heart and dropped the game I was wanting but had never heard of right in my lap. The fact that I was dreaming of: a skirmish game with hex movement and dice resolution, that was light to teach while still high on strategy, with moderate to low influence of luck—means that this coming to me at this exact moment may have exaggerated how much I like this game, but make no mistake: this game will NEVER leave our collection. It’s super fun. My wife who doesn’t normally like war and skirmish games even loves it. Because it’s playable in an hour or less, it’s also a game that we’re liable to wear out from how often it is getting played.

Steamforged Games, I love you and I hate you. (We have an unhealthy relationship now.) I’m mad at you for how you market this! Now, shut up and take my money so I can have more war bands!

Overall Score 9.2/10

As an easy game to teach with lots of strategy 10/10

As the game I was looking for at the time 11/10 

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Review: Spicy https://unfilteredgamer.com/review-spicy/?utm_source=rss&utm_medium=rss&utm_campaign=review-spicy https://unfilteredgamer.com/review-spicy/#respond Tue, 27 Sep 2022 23:04:14 +0000 https://unfilteredgamer.com/?p=23230 The post Review: Spicy appeared first on Unfiltered Gamer.

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Publisher: Heidelbaer
Player Count: 2-6 Players
Solo mode: No
Game Length: 15 Minutes
Complexity 1.25/5

Spicy is a simple, light-hearted bluffing card game set in the world of spicy foods. Apparently 3 big cats have been brawling and they exhausted from it all. They’ve decided to squash their beef with a hot spice eating contest… Which I suppose seems reasonable. The cat that can endure the most heat proves their superiority.

This is one of the purest bluffing games I’ve played. I imagine that statement will determine if a lot of you reading this are in or out. Bluffing games tend to be more social than strategic and, in my travels, excel more in the experience than the actual outcome of the game. I’ve noticed these types of games appeal to a casual gaming audience not looking to exert much brain power, are happy going through the motions and are looking for a few laughs. That pretty much sums up Spicy.

ON YOUR TURN

Players begin by drawing a hand of 6 cards. Featuring a deck of 40 total cards, they are numbered 1 to 10 and are divided into 3 primary suits: Chili, Wasabi and Pepper. Players will take turns declaring a number and type of card and then playing it face down. Each player plays a card following suit with a higher number than the previous card played.

The twist to the game is you don’t have to be honest about the card you played. At any time during the game any player can call out the most recent player if they think they’re lying about the card they just played. The accuser must declare a number or suit they believe is in question. If correct, the accuser takes possession of the entire facedown deck, earning points at the end of the game for each card. If wrong, the accuser draws 2 additional cards and starts a new suit. Players can also choose to draw a card on their turn vs playing one. Anytime you empty your hand without being caught in a lie, you receive a card for 10 points.

The deck also has 2 different types of wild cards, allowing you to declare a number or spice of your choice without repercussion. There are a number of variant cards that change up the rules to provide slightly different ways to play the game.

The game ends when all 3 10-point cards are earned or the draw deck reaches a point based on the number of players. The player with the most points is the winner.

COMPONENTS & ARTWORK

Spicy’s unique production is really where it stands out. The box and card backs have a very distinctive foil covering that honestly, makes it more fun to play. Artwork is always a subjective issue, but I’m enjoying the heavily stylized artwork from Seoul-based illustrator Jimin Kim. There is a lot of personality and humor tied into it. I can see the artwork pushing people in both directions, but I’m a fan. The art direction as a whole has successfully produced a product that both stands out and is memorable.

PROS & CONS

➕ Very accessible, easy to pick up, teach and plays quickly

➕ The distinct look of the game makes it memorable

➕ The simple, bluffing strategy allows player’s personality to directly affect the gameplay

➕ Works primarily for casual gamers

➖ The bluffing aspect doesn’t necessarily appeal to more strategic, heavy gamers and will likely turn some off

➖ Artwork may not connect with all players

WHY WOULD YOU LIKE THIS GAME?

I think Spicy appeals to players who just want a light-hearted, quick game every now and then. It doesn’t force you to expend much brain power, it plays really fast, it’s casual and it’s good for a few laughs.

 

BEST THING ABOUT THIS GAME?

The best thing about the game is the unique artwork and production. Whether you enjoy the game or not, you’ll definitely remember it.

PERSONAL THOUGHTS

This is a simple, fast, repetitive card game with a shiny production.

The rules are incredibly light and can be taught in a couple minutes and that fact is detrimental to the game’s success and appeal. This isn’t for serious gamers and it’s not for someone looking for any serious strategic depth. This is a lightweight game that forces you to read your opponents and call them out when they’re lying. In contrast, the ability to fool your opponents into thinking you’re lying just adds to the fun.

In the end, this is the sort of game that makes a nice gift for the non-gamer in your life. I think it’s fun for families because of its stylized and humorous artwork and easy rule set. Kids are going to enjoy the artwork of the big cats. Some cats have running noses while others are tearing up from all the spicy food. I know my kids have really enjoyed our plays. If you’re good with the bluffing element and you don’t take it too seriously, Spicy is something casual gamers are going to enjoy.

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