… Pilot the Nautilus!

A preview copy of Nemo’s War: Second Edition was provided by Victory Point Games.  We would like to thank Victory Point Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

The year is 1870, also known as the “Dark Ages” of naval development.  The seas are a mysterious and dangerous place, full of peril and uncertainty.  Vessels are disappearing, lives are lost, and legends of sea creatures can be heard at every port.  Assuming the role as the infamous Captain Nemo, commander of the Nautilus, you set out to confront these mysterious, tame these seas, and maybe gain some fame and treasure along the way.


Nemo’s War, designed by Chris Taylor and Alan Emrich, illustrated by Ian O’Toole, and published by Victory Point Games, is a 1-4 player game based on the Jules Verne novel 20,000 Leagues Under the Sea.  What exactly was Captain Nemo doing in the Nautilus?  If you’re like me, you probably don’t remember too much about the original story, aside from giant sea creatures and a cranky captain.  That’s okay.  Although the game is based on the novel, you really don’t need to have much, or any, prior knowledge of the text.  You are the Captain, you will make the choices, starting with your motivation.  Why are you out here?  Are you looking for scientific discovery? Are you looking to explore the uncharted waters, finding new lands, and possibly people?  Are you trying to incite a war to overthrow the imperial overlords?  Or do you want to support the anti-imperialism cause, lending your resources to the fight?  Once you have chosen your motivation you will construct a draw pile based on your motivation.  Your end game conditions will also depend upon this choice.  The board is then seeded with hidden ship tokens, representing the growing threat in the seas.

Nemo’s War begins in Act One, playing through Three Acts (unless other end game conditions are met).  As each new act is introduced more dice are added to the dice pool and more ships are added to the oceans, bringing the game to a tense crescendo.  The turn begins with an Event Phase, flipping over a new card in the act deck, resolving any events or trying to overcome a test.  Other cards may be put aside to use at a later date.  Tests are completed with a roll of the dice, the cards are then put into a pass discard pile (netting you points at the end of the game) or a failed discard pile.  After the Event Phase is the Placement Phase where new ships are added to the board.  When placing new ships a number of dice is rolled equal to the current Act.  Then dice may be a combination of black and white.  The dice will show you what waters new ships will be place.  The differential of two of the white dice will also determine the amount of action points you will have to spend this turn.  Finally, the Action Phase, where you will have the opportunity to spend your action points.


Action points can be spent in a number of ways, from adventuring to attacking other ships, from inciting rebellions to resting, repairing or refitting the Nautilus.  Most of these actions will require dice rolls for success or failure.  You may also leverage your crew, ship, and even yourself to help alter these rolls a bit.  Make no mistake, this is just a glossing over of the rules.  This game is deep, with many choices to spend those precious action points on.  Nemo’s War is more than just a “roll the dice, take the action” type game.  There are many choices to make each turn, many different way to help mitigate your rolls, chances to take, that will probably not work out in your favor.


Nemo’s War, for me, has been immersive, each game bringing new things to overcome, and new ways to do so.  I love the choices, right from the beginning the tone of the game is set with the choice of the motive of Captain Nemo himself.  From there the choices multiply.  Should we start clearing out the seas?  Should we look for treasure?  Do we need to upgrade our ship?  How about starting a rebellion in some far off lands?

Nemo’s War was built with the solo gamer in mind, and that makes all the difference to me.  This was far from a mode that was added on through stretch goals in a Kicistarter.  I have played this game as a solo game, as well as a multiplayer game.  I prefer the solo game by far.  It feels like this game was made to be played purely solo.  Everything, from the tokens to the artwork on the cards is done with prefect detail.  The game draws you into the story, you truly feel as though you are the captain of this ship, making tough choices, and just trying to survive one more day.

Nemo’s War offers a challenge, and many times I have suffered defeat.  Even a “win” is measured by how successful you were, offering five different epilogues for each motive.  The replayability has been immense.  I have not yet played all the motives, instead I keep trying to do better in the ones that I have played already before moving on.  The tokens and gameboard are all very well done, thick cardboard, and well illustrated.  The cards contain quotes from the book, move the story forward, and also are beautifully illustrated.  Everything has been made with attention to detail as well as staying true to the original material.  If you are looking for a solid solo game to add to your collection, look no further, Nemo’s War has it all in one package!

Thanks for joining me this week as I singlehandedly piloted the Nautilus!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!


… Survive the Genestealers!

There have been many a time when I have been late to the proverbial party.  Never has it been more sad than with Space Hulk: Death Angel, now out of print, once published by Fantasy Flight Games.  I was lucky enough to find a copy for pretty much retail price, not the crazy, ransom-like prices that it is now going for.  I had seen a lot of solo gamers talking about what a great, albeit frustrating, experience this was.  So, I looked into it, tracked down a copy, and gave it a spin.


Luckily I didn’t know too much about the game when I ordered it, I may have, on initial glance been turned off by the Warhammer 40,000 tie in.  I’m glad that I missed that part. I’m sure that Warhammer is a fantastic game, so delete the hate mail you were just typing, but it just isn’t my type of game.  To each his own, however, I am willing to admit this game, Space Hulk: Death Angel is.  The game play is quick, as your Space Marines will probably be picked off by the dreaded Genestealers in no time flat.  This is in part to the, well documented, evil red die.  The game is hard, this is no walk in the park, people.  Every time you turn around there are more and more Genestealers popping up, the die seems to be working against you, and time is running out.  As a space marine is killed the swarms that consumed him move onto their next victim, until no one is left to hear you scream.  (Did you really think we’d get through an entire post about alien attackers without me working that one in???)


The game is played by puling an even card, resolving it’s effects, and then placing new genestealers according to the color coordinated blocks on the bottom of the card.  Genestealer can then move, also denoted on the event card.  It is then your turn to try to combat this craziness.  Each team of Space Marines must choose one action per turn to take, and it cannot be the action they took last turn.  They may attack, move & activate, or support.  Each team also has a special power that goes along with each action choice.  To resolve an attack the Marine must roll the die, rolling a skull icon to be successful.  Moving allows the Marines to do just that, move, one space up, or down, and can even change facing.  They can also activate any cards in front of them that have the activate ability on it.  Choosing support allows you to put a reroll token on any Space Marine.  Once the Marines have taken their turns it is the Genestealers turn to attack.  Each Marine must roll the (evil) die to see if they successfully defended the attack.  This is accomplished by rolling a number higher than the number of Genestealers you are currently facing.


Easy, right?  Sure, that’s what I thought, and then I played it.  I actually won my first game too, and I was feeling invincible.  Then I lost, and lost, and lost again.  Then I was feeling miserable.  Through it all, I wanted to play again, to redeem myself mostly.  The game plays so quickly that it was easy to play again after a failed attempt.  I love the feeling of accomplishment when things go your way and you are able to take out a swarm of Genestealers.  I also like that I get upset when I lose a Space Marine.  Some Marines have special abilities listed on the cards, and losing them can mean losing the game.  I get attached to those poor guys, and am really sad to see them get devoured…  I have to admit that I have never played this game multiplayer, which is a true testament to how good it plays solo.  I like making the tough choices of which action to take, especially when I attacked last round and cannot do it again!  Gulp!!


The components are well made, the cardboard tokens are sturdy, and even thought the die does require an exorcism, it is still well made.  The cards are all linen finished, and standard thickness.  The rule book jumped around a bit, but luckily, the internet had plenty of references to go to figure out rules questions.  The box is also well made and has survived the trip all the way here from Canada (where I ordered it from) without a scratch.  My biggest complaint, and this is entirely on me, is that the expansion packs are nearly impossible to get without mortgaging your home.

It seems Fantasy Flight lost the rights to produce Warhammer themed games, thereby having to stop producing this game.  It would be great if they could take these mechanics and slap them on another IP that they own, perhaps Arkham?  Think about it, poor Arkham investigators searching rooms in a mansion and finding creatures, like the Cthulhu behind every door.  With the vast popularity of the Arkham games this would fit right in, and would work well.  But, that’s just my opinion.  🙂


Thanks for joining me this week as I singlehandedly survived the Genestealers!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!


… Be the Best Driver!

A preview copy of Rideshare Wars was provided by Zuroovi Games.  We would like to thank Zuroovi Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

At some point in everyone’s lives they will utilize a rideshare service, be it Uber, Lyft, or the classic yellow taxi cab.  Zuroovi Game puts you in the drivers seat, running your own ridershare corporation.  Think you can “hack” it?  (Pun totally intended)


Rideshare Wars, designed by Peter Madara, illustrated by Manuel Berbin, is a unique card game that plays 1-4 players in about 45 minutes.  In Rideshare Wars you are a rideshare corporation battling for the biggest share of the city.  In a unique twist on set collecting you are collecting riders, from different cities as well as zones of these cities.  Getting the most zones will net you a milestone card, as will collecting all the zones in a particular city.  Collecting 6 milestones in a 2 player game will result in an immediate win, so keeping an eye out for these bonuses is extremely important.  If the milestone criteria is not met the game ends at the conclusion of the evening shift, the player with the most points then wins the game.

To begin set up three different rider decks are built based on the number of players, 20 riders in each of three decks for a solo game.  These three decks will represent the morning, afternoon, and evening shifts of your rideshare business.  Four riders will be layed out to begin the game offering a starting pool of fares, descending from the draw deck.  Each player will also start out with seven driver cards, effectively the currency of the game.  The driver cards will be used to pick up on of the fares from the pool, the cost ranging from one to four driver cards.  The card costs will depend on the placement in relation to the draw deck, the card closest to the draw deck being 4 and farthest away 1.  A taxi stand will also be set up, these riders can be acquired as well, just not the traditional way of using driver cards.

On your turn you will begin by drawing a tool card.  Tool cards can be good or bad for you, and may be played for their effects right away, placed into your hand for later used, or used as payment for an optional action later in the turn.  After drawing a tool card the player may choose to displace a rider, this costs a tool card, and discard the rider from the game.  Next the player will acquire a new rider from the pool paying it’s cost, and adding it to their hand.  The player will then choose a rider from their hand to play into their play area.  They may then choose to activate one or two optional action, .  There are many different optional actions to choose from gaining another tool card, to gaining a rider from the taxi stand.  The player will then check to see if any milestones were achieved, collecting the corresponding card, and finally refiling the rider pool by sliding all cards down and adding a new one to the top.

Rideshare Wars packs a lot into a small box.  There are many different choices to makes, from optional actions to what riders to pick up and when.  The riders also contain different effects that can be beneficial to you, or negative to your opponent.  Some riders can net negative points but give great effects.  Other cards can give you bog points but may not have great effects.  If you run out of driver cards you can gain a loan, gaining three new drivers, however if they are not payed off at the end of the game they will cost you negative four points.  There are times when you will find yourself picking up a rider to stop an opponent from doing so, or because you have no other choice.  This can mess with a plan that you have meticulously been working on, forcing you to reconsider your tactics.


The copy of Rideshare Wars that I received was a prototype, therefore all pictures of the content are subject to change.  With that said, the game presents well.  The cards are well done, colorful, and the artwork is perfect.  The colors pop off of the cards, and the cartoony style really went with the theme, in my humble opinion.  The rulebook is pretty long, and can be a bit intense at first, but with a few plays under your belt things start to fall into place and make sense.  For beginners I recommend leaving out the option actions.  There are a ton of them, and can make the game a bit overwhelming.  The theme is truly unique, one that I have not come across in tabletop yet.  I love the idea of getting behind the wheel, looking for these riders, from the grumpy old guy to the socialites.  The tool cards are great too, sometimes giving a boost at just the right moment, and other times really blowing it all up.  The captions on the tool cards are funny and light, and made me chuckle out loud on more than one occasion.  The game is light, but can be heavier based on all the decisions you have to make.


I recently took Rideshare Wars on vacation with me.  It made it to the table, and we had a great time with it.  The theme was accessible to everyone that was there, gamer, and non-gamer alike.  The basic game play was also accessible to everyone at the table.  We made some minor tweaks to accommodate newer players, like removing some of the optional actions, as I previously mentioned.  That seemed to make the game much easier to them to understand and enjoy.  Overall everyone who played it enjoyed it, and would like to play it again.  A huge compliment from non-gamers!

Rideshare Wars is currently on Kickstarter.  If this sounds like a game that you might enjoy please consider backing it here.  Thanks for joining me this week as I singlehandedly became the best driver!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!

… Survive the Zombie Virus

A preview copy of After the Virus was provided by Lion Rampant Imports.  We would like to thank Lion Rampant Imports for supporting our blog.  All thoughts, comments, and pictures herein are our own.

A little while back I wrote a review of Terraforming Mars, the blockbuster hit from FryxGames.  After playing, and loving TM I immediately began to wonder what other games the Fryxelius brothers had created.  I am so glad that I did because I stumbled upon, what has now become, one of my favorite deck builders of all time, After the Virus.


After the Virus is, as I mentioned, a deck builder for 1-3 players, that plays anywhere from 15 minutes to just about an hour.  In the relatively small box there are three identical decks of cards, four character boards, red, white, and green tokens, a rule booklet, and a campaign book.  Yep, there is a campaign built into this little game.  That alone hooked me, and it hasn’t really let go since.  So let me share a bit about the game, and see if it doesn’t hook you too…

The dreaded virus has hit, and as fortune has foretold, the zombie apocalypse is here.  The entire world has been affected, well almost the entire world, somehow, you and your group of rag tag friends have somehow managed to survive.  The fate of the world now rests in your hands!  I know, I know, there is nothing too griping about the premise.  Zombie apocalypse is a pretty consist theme in games right now, but I promise, there are some big things that will keep you playing, just be patient.  Ahem…..  So where was I?  Oh yes…  After the Virus contains 15 missions that will lead you through the entire story.  No spoilers here, so I won’t say too much more about that, but each mission has different set up and goals, helping the game to remain fresh, new, and challenging.


Once the mission is selected (or not, you don’t have to use them) players will be guided through the specific set up.  Each player receives their own personal deck, containing 40 identical cards.  From this deck they will pull their starting card based on the character they chose.  Some of these cards are the same no matter who you picked, like Safe Houses, Run cards, and yep, even this zombies.  You knew they had to show up sooner or later, didn’t you?  Well, right off the bat some are shuffled into your starting hand, this number varies, dependent on player count.  Each character also starts with one, predetermined, card in play.

Once your starting hand has been removed from the deck, the rest of the cards are shuffled and form the “area deck”, more on this later.  Zombie cards that were not added to your hand are placed in a “zombie pile” in numerical order.  Oh, did I forget to mention these zombies are not alone?  Zombie cards range from one to four zombies, with each zombie needed to be dealt with individually.  The “zombie pile” will be placed directly below the “area deck”.  Below that will be your “draw deck”, the starting cards you built earlier, to the right of this will be the character card.  Set up is complete, quick, easy, and now we’re ready to play!


Like any deck builder play begins with a draw phase.  Players will draw 5 cards from the “draw deck” into their hands.  Any zombie cards drawn this way will be set to the right of the “zombie pile”, this area is known as the “attacking zombies” (aptly named, no?) they are now facing you, and must be dealt with.  If there are less than 5 cards in the draw deck you will need to reshuffle, duh, right?  Well, not so much.  You see, in this game, every time you reshuffle you add more zombies to your draw deck.  Gulp!


Next up is the action phase, where you can play an event card, immediately taking the effect and discarding it.  You can play a non-event card from your hand, placing it sideways in your play area.  It cannot be used until it is prepped.  You can scout, discarding one card from your hand in order to flip the top card of the “area deck”, placing it to the right of that deck in what’s known as the “scouted area”.  You may retrieve a card from the “scouted area”, placing it sideways in your play area, until it is prepared, discarding the number of cards shown in hand icon as payment.  I know, I’ve talked about preparing cards, and guess what?  You can do that too, just discard cards from your hand equal to the number of cards below the yellow arrow.  Turn the card right side up to show that it is prepared.  You may decide to use a prepared card, following the effects listed on it.  Lastly, you may attack zombies.  It had to happen, they weren’t going to stand there looking at you forever.  It’s time to engage!  Unfortunately, if you do not have something to attack them, they’re gonna attack you, causing a wound.  You may choose where to take the wound, the leg, which prevents you from playing the “Run!” card, the arm, this means you are only allowed 1 prepared item in your play area, as opposed to the normal two.  The last wound is the brain, and I really mean this is the last wound, a wound here means game over, can’t live without your grey matter, so protect it!  There are cards that allow healing, use them wisely.  Game play continues until your objective is met.


Let’s talk about components.  The little I have been able to find about this game seems to fixate on the same thing, so let’s talk about the elephant in the room, the art work.  Is this the best, falling over, art work that I have ever seen?  No.  Is it the worst either?  No.  The art work was done by one of the Fryxelius brother, and I love that they kept it in the family.  To me, it is reminiscent of an older game, perhaps from my parent’s time, when games were not so flashy and glossy, and that’s okay.  Now that we got that out of the way let’s talk about the other stuff.  The cards are nice quality, and have really stood up the the hundreds of reshuffles.  The poison, wound, and wave markers are simple wooden disks, again nothing flashy, but they do their job, and that makes me happy.  In a surprising twist the player boards are actual boards, nice and thick, and containing a brief bio of the character on the back.  Very cool.  I was really happy with the components, not a single complaint here.



How does it solo?  Perfectly.  As a matter of fact this seems like a solo game with multiplayer added on.  In a multiplayer game everyone is pretty much doing their own thing, with the ability to help out a friend, if they want to, when they want to.  Otherwise everyone is pretty much playing solo, together.  So, for me, this is a perfect solo game, and I have mainly played it this way.  I admit, I have only played this once multiplayer, and it was much more fun, for me, solo.  Although, FryxGames recently posted a new character and a new competitive mode on their website that I am eager to try out!  The simplicity of the set up, the small footprint, and the campaign mode has made After the Virus my go-to deck builder recently.

I am not sure why this game has not gotten more love, it has definitely flown under the radar of a lot of people.  I really hope that more people take a moment to look at it, After the Virus is a great game.  Overall game play is quick, and very satisfying.  Don’t get me wrong, this is a very challenging game, I lose a lot more than I win.  The difficulty only serves to make those precious wins that much more of an achievement.  The rule book does include ways to adjust the difficulty of the game in either direction, so if the difficulty scares you, don’t let it.  The zombies should scare you, not the difficulty.  Seriously.  The zombies.  If this sounds like something that you’d enjoy pop over to Lion Rampant Imports for a copy, and make sure to tell a friend about how awesome it (and my blog) is.

Thanks for joining me this week as I singlehandedly sought to survive the zombie virus!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!


Come Play With E! Sailor Moon Crystal: Dice Challenge Edition

A review copy of Sailor Moon Crystal: Dice Challenge was provided by Dyskami Publishing.  We would like to thank Dyskami Publishing for supporting our blog.  All thoughts, comments, and pictures herein are our own.

As many of you know my daughter is only 5 years old.  This means that she has not been exposed to a lot of different things that many of us are used to.  One of these things is anime.  I’ve been hesitant to show her too much in the anime world, mostly for obvious reasons.  Recently she has become interested in different shows than she is used to seeing on the Disney Channel, and somehow decided that she wanted to see Sailor Moon.  I’m not sure where she got this from, but I decided that it wasn’t too bad of a place to start.  We sat down one Saturday morning and tore through a bunch of episodes. She was hooked.


When Sailor Moon Crystal: Dice Challenge , by Dyskami Publishing was announced it was natural that she wanted to get her hands on it.  The release coincided with her new interest in the anime, so it was a natural progression for her.  We had previously played, reviewed and loved, Button Men: Beat People Up by Cheapass Games.  Sailor Moon is the same game play mechanics set in the world of Sailor Moon.  Players can choose to play as one of 24 characters, both good and evil included in the base set.  Each character card contains cool art from the show as well as some new gameplay mechanics.  If you are unfamiliar with the Button Men mechanics, you can read our review here, in this review we will assume you know how to play, and review that changes that Sailor Moon offers.



Each character card, like in Button Men lists the dice that are available to the player.  In addition the game now offers a reserve dice pool.  These dice become available to players when they lose a match, effectively helping to balance out mismatched opponents.  These extra dice can be really helpful at times, the size varying from character to character.  In addition each character now also include power tokens available to them.  These tokens are also varied in number and ability, some examples include giving the player an extra turn, re-rolling a die before attacking, and recovering lost die.  Using these power tokens at the right moment can often mean the difference between a loss and a stunning victory.

Sailor Moon Dice Challenge, like Button Men, plays fast, with most matches lasting no more than 5 minutes.  There is very little downtime, which helps to keep my little one engaged throughout the entire match.  As in Button Men, I love the educational bonus this game brings, having my daughter figure out dice totals, as well as the best way to utilize what she has rolled.  She loves the quick play, the fun art, and the colorful dice.



The components are great, this set includes 24 dice in bright, vibrant shades of red, blue, orange and green.  The character cards are bright and well done.  The core box also included two lanyards with cards announcing that you are looking for a battle.  This was perfect for walking around a convention, looking for others to pick a quick game with.  My daughter loves to just wear the lanyards because she loves the artwork so much.  The game is highly portable, and we have played numerous matches from our tent.  Sailor Moon has become a game that we go to when we are looking for something light and fast to play.  Sailo Moon Crystal: Dice Challenge come highly recommended by both Emmy and I.  If you are a fan of Button Men, this is a no brainer, if you have not yet played it, then you are in for a treat!  But don’t just take it from me, read what Emmy has to say herself!



Emmy’s take:

“Sailor Moon is a great game.  It’s really, really, really cool.  I liked everything about it, you should buy it because it’s fun.  You roll dice, in the dice tray, you take people’s dice, if you roll higher or the same.  If you are using two dice it has to be the exact same.  At the end you have points, and when people can’t go anymore you get half.  If you get three victory tokens, you win.  That’s about it, bye friends!”

Sailor Moon Crystal: Dice Challenge gets a solid:     img_54531.jpg

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… Save Ourselves!

How many times have we read some version of the following, “The knight leaps off of his trusty stallion, races to the top of the tower, kicks in the door, and rescues the poor, defenseless maiden”?  Nope.  Not this time.  This time the strong, independent maiden saves herself.  This time, she’s not waiting around.  This time she’s coming for her captor.  This time she’s ready to fight!


In Maiden’s Quest, designed by Kenneth Coleman Shannon III, and published by WizKids, you take on the role of a fair maiden who is done waiting to be saved.  She’s taking matters, and weaponry into her own hands, deciding her own fate, and taking out some bad guys along the way.  The game is comprised of a deck of cards and play entirely out of your hand, making this the perfect on the go game.  The deck is built based on your choice of a maiden (there are eight to chose from) and her captor (10 of these to choose from).  The maiden and captor each contain instructions on which cards to include in your deck for this particular encounter.  The maiden card will offer starting health cards, random items that she found laying around her tower, an heirloom, and of course, her dress.  This is no ordinary dress, nope, this is a dress that will help get you out of some sticky situations.  The captor card will include the obstacles the maiden will face, mostly minions, treasure she may unlock, and even a savior or two to help out here and there.  Once all of the cards have been assembled they are shuffled together to form one large deck, two rest cards will be added to the back of the deck to signal the end of the round, as well as your current level.  That’s the entire setup, you are now ready to play!


Before we get into gameplay, let’s look a bit closer at the cards themselves.  There are several types of the cards in the game, health, equipment, obstacles, the maiden, the captor, treasures, and saviors.  Health cards are denoted with a light blue side.  These cards offer the health of the maiden in the form of heart symbols.  If your maiden ever receives damage and no longer has a heart to pay for it, the game ends.  Health cards can also have symbols on them as well, this will assist in combat.  Equipment cards act the same, without the inclusion of hearts, offering just symbols.  These cards are denoted with a dark blue side.  Each of the cards can be upgraded by turning them 180 degrees, offering more symbols to add to combat, as well as abilities, such as adding another card to the fan, or running away without penalty.  Captor and obstacle cards will list what combination and quantity of symbols will be required to defeat them.  These symbols will need to be present in your fan to be successful in the combat.  The maiden card will offer a special upgrade to one of your cards, treasure can be unlocked with the presence of a key, and saviors provide a little combat boost as well.


The gameplay is just as simple as the setup.  Players will cycle through their cards, placing them onto the back of the deck stopping when they reach a obstacle, the captor, or your maiden.  The obstacles and/or captor can be fled from, this can be free if they are a higher level than you currently are, or can cost a piece of equipment to be downgraded if they are the same level or lower.  If you choose to encounter the obstacle simply fan out the next five cards in your deck applying any or all symbols to satisfy the requirements listed on the encounter.  If you succeed the obstacle card is flipped over, rewards are gained, and often they now offer symbols of their own to use in future combat.  Loss may result in downgrading a card, flipping an equipment or health card over the its backside, or back 180 degrees if it has been upgraded prior.  Some cards offer downgrade options that are better than the original, so it is important to pay attention to the cards that you have already seen.  If you are able to overtake your captor, or if you can find an exit you win.  Otherwise, it’s back to the tower for you.


While it feels like the game is comprised of mostly luck, there is a bit of strategy involved.  Deciding which cards to upgrade, and downgrade, based on what is in our deck will be the difference between escaping the tower and getting thrown back into your cell.  In this way you can customize your deck to what you need to optimize your chances of success.  Knowing when you flee rather than fight is another choice that can be made based on what you have already seen in your deck.  Do you know what you only have a few dragon symbols and most of them have already cycled through, maybe it might be a good idea to flee the obstacle that requires three dragons rather than suffer the consequences of a loss.  Maiden’s Quest offers a plethora of choices in this regard.


That’s the basic gameplay, but Maiden’s Quest offers much more than the basic solo experience, and this is where the game really starts to set itself apart from other games that I have played.  The completely portable nature of the game is a great change.  Since Maiden’s Quest has no table presence I have played the game while waiting at doctor’s office, waiting for a movie to start, and pretty much everywhere else.  The game is perfect for conventions, which is where I happened to pick up my copy.  However, the game also offers a serendipity mode that was perfect for walking around a con.  See another person playing the game?  You can drop in and out of other games offering your cards to help other players in combat, sharing in the spoils, or the damage.  Several promo cards have been released that encourage seeking out other players.  Getting these “gift” signed by other players levels them up adding powerful cards to your deck.  Cooperative play is also offered, allowing players to take turn encountering obstacles and tackling them together.


The box offers enough cards for two players to build their own decks.  This is great because once my daughter discovered the game it became hers.  She plays when I am cooking dinner, or doing other grown up things that prevent me from playing with her.  She loves the idea of the maiden saving herself, and it is something that she can play anywhere I am.  The game is the prefect solo game, and can be played in short spurts when needed.  Need to stop?  Just put the deck down and pick it up later, continuing your journey right where you left off.  I had a great time walking around Dice Tower Con playing Maiden’s Quest, and got to meet a bunch a new people through the gameplay alone.  You can tell the designer, Kenneth Coleman Shannon III put his heart and soul into this game.  It comes across in its presentation, his presence in the gaming community to support it, and his excitement over seeing it in the “wild”.  I can see this game being a huge hit at cons, but it shouldn’t just end there.  For me, this is a game that will stay in my bag, for on the go play.  I highly recommend that it goes in your too!

Thanks for joining me this week as I singlehandedly saved myself!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!

Come Play With E! Gretchinz! Edition

My daughter and I recently took a trip to Dice Tower Con.  Located in Orlando, FL, Dice Tower Con was a great chance for us to get our feet wet in the con world as well as to meet some really great people, while staying local.  It was also a great opportunity for Emmy to look around at her leisure, see what games attracted her, and to spend her hard earned allowance on them.  She was given her own money to spend, money that completely at her discretion to spend in whatever way she saw fit.  Since this was her money , and not mine, she suddenly became very discriminating in her purchases.  It was cool to see her mulling over prices, deciding what her threshold was, and walking away if it was breached.  With her own criteria firmly in place we went looking.  On of our first stops, and her first purchases was at the Devir Games booth.


Emmy was attracted by Gretchinz! a 2-4 player game designed by Roberto Fraga and Yohan Lemonnier.  Set in the Warhammer 40,000 universe it is a light hearted dice rolling, racing card game.  Emmy was taught the game by Vladimir, who quickly became one of her favorite people at the convention.  We stopped by his booth every day we were there just to say hi.  He was amazing, and she loved playing, and ahem, beating him at the game.  Players take on the role of a crazy orc racers, ready to trade more than paint with their fellow racers.  Each racer has their own cardboard buggy in their chosen color, as well as a player panel in their chosen Klan.  There are seven orc Klans included in the box, each with their own abilities.




Set up for Gretchinz! is quick and easy.  Terrain cards, equal to the number of players plus two, are set up on the table in the single row.  Each player is then dealt five card face down.  In this game all cards are fanned out facing the other players, so no peeking!! Gameplay is just as easy, you get three die, roll then, trying to get your desired result, until someone yells “Waaagh!”.  Once the war cry has sounded all players must stop rolling and dock their die as is.  The player who yelled “Waaargh!” resolves their docked die first with play continuing around the table until each player has played.  All die must be played regardless if the outcome is positive, or negative for the player.  The six possible results are swerving to the right (moving your racer diagonally to the right), swerving to the left (moving your racer diagonally to the left), Dakka (attacking), draw two cards, The Eye of the Monk (granting the ability to ask another player how many firing cards are currently in your hand,), and the Klan Ability (based on the chosen clan, and outline on your player card).

Moving will add new cards to the playing field, extending the track.  unfortunately orcs cannot drive in a straight line, they can only move diagonally.  New terrain cards will also grant effects, such as allowing the player to draw (or lose) cards, grant healing, or even stealing cards from other players.  When gaining new cards they are always drawn face down, unless a particular effect, such as a terrain card, allows you to look at them, and added to your hand.  Attacking can be directed at another player of a terrain card.  Seeing another player headed for a healing pool?  Blow it away before they get there!  Or choose to attack them directly.  Players attack by drawing cards, unseen, from their hands.  Attacking the ground costs one card, another player costs two.  To be successful one or two red firing card must be played.  Playing a problems card will cause a misfire, damaging your racer instead.  Playing an explosion card causes your racer to completely, well, explode.  You lose all the cards in your hand.  If an attack is successful a fire token is added to the racer.  When three tokens are placed on a single racer they are immobilized, losing their next turn, and all the cards in their hands.  Play continues until one racer makes it to the seventh line of cards, effectively crossing the finish line.

The game is well made, the cardboard racers are really cute. With a second box you can race up to eight players by swapping out different pieces on the racers.  Emmy likes to swap out the colors just to make hers more customized, because, why not?  The cards are dual function, terrain cards on one side, and attack cards on the other.  The attack side contains some really cool artwork depicting the orcs in different stages of attack.  Playing in about half an hour, it makes a nice filler game.  The mechanics work well, especially for littler ones with shorter attention spans.  Since all players are rolling at the same time it leaves little downtime between player turns.

Emmy’s take:

“Gretchinz! is a wonderful game!  You get to race, it’s just like a racing game, you should try it.  I love putting fire tokens, and blowing people up. You get to yell when you roll what you want “Waargh!”.  I like to really blow the racers up, and throw them in the air. If you have two games you can even play five, six, eight players!  It’s a great game, you should think about getting it.  Bye for now friends!”

Gretchinz! gets a solid:     img_54531.jpg

Want to know more about our adventures at Dice Tower Con?  Lucky you!  I wrote an article for Meeple Mountain, you can read it here.  Did you like what you read here?  Please follow us here, Facebook, and on Twitter to receive the most up to date posting information as well as other related and unrelated posts!  We have also launched a new YouTube Channel where Emmy does playthroughs of her favorite games.  Please, feel free to leave a comment below!



… Tame The Forgotten West

A review copy of Grimslingers and Grimslingers Northern Territory was provided by Greenbrier Games.  We would like to thank Greenbrier Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

The Forgotten West, a unforgiving and unfortunate place.  A place not many in their right mind would venture.  You are not like many people, you are a Grimslinger, what that means exactly is not really clear to you at first. You wake to find yourself with the ability to manipulate the elements, tasked with the undertaking to track down and find The Witch King.  Are you up for it?  If so, read on…


Grimslingers is a sci-fi fantasy deck building card game for 1-6 players, designed by Stephen S. Gibson, and published by Greenbrier Games.  The game can be played in a variety of ways including versus, coop, and solo modes.  The core box also contains a narrative based campaign called The Valley of Death that ideal for the solo player.  This is where the majority of my time has been spent with the game. The Valley of Death can also be played cooperatively with 1-4 players.

The Valley of Death takes you through the story of your Grimslinger, coming to terms with who they now are, and trying to get some answers, as well as find their place in this strange new existence.  The original game, which I have owned for some time now, takes you through the story with the help of a map.  By moving along the map nodes, working towards the objective set for you in the particular chapter you are playing, you will encounter events, the occasional battle, as well as visiting various landmarks.  Events can be good or bad and are determined by an event deck.  There is usually a choice to be made or a D6 to roll to determine the outcome.  The landmarks are different places in the Forgotten West that may offer you an opportunity to heal, gain items, or offer other helpful services.  The newer version, as well as the expansion, The Northern Territory, using a different map system.  The new system uses a deck of cards, ensuring that every playthrough is different.  Whereas before you were able to choose your path to either avoid or encounter more enemies, the new map makes it all random depending on the card that is revealed when you traverse onto it.

As I mentioned, Grimslingers The Valley of Death, and The Child of Light campaign from The Northern Territory, takes place through chapters.  The chapters are short narratives that set up the mission at hand as well as the requirements to the next part of the story.  These requirements may be travelling from one area to another, collecting an item or items, or beating a certain bad guy.  Each part of the story will have its own map setup, as well as list of enemies that you will encounter.  Unless otherwise told you will roll a D6 to see which group of bad guys you will encounter.  The enemies might be a Dune Wurm, Bandits, Specters, Soul Hunters, Wisps, or Magic Mushrooms.  Each groups contains its own creature deck that gets mashed together with a general creature deck to build their hand.  You are equipped with basic spells that can be played, you will earn more through experience points, as well as gaining powerful items.  Hand limits can be hard in the beginning, so can stash limits (the amount of cards you can have in reserve), making for some tough choices.

Battles are straightforward, you play a card from your hand, the creature plays one from theirs.  The card with the lower resolution number activates their attack first.  Play continues back and forth this way until someone falls.  Added to the battle are creature modifiers that may help or hinder the beast as well as dispositions, bonuses that more often than not, help to level the playing field, in your favor.  There are some tough battles, especially in the later parts of the story, but for the most part the game is not going to kill you too much.  Each of the Grimslingers in the game has its own personal deck that they can combine with the basic spells to customize the experience.  This customization helps with replayability as you learn the ins and outs of each character and how they play.

I have played through the entire first game, and have played through one path in the expansion.  Grimslingers is a game that I really like, when I am playing it.  The downfall for me, is the setup.  Once the game is set up and I am in it, I love it.  It’s just hard to get me there.  I love the map system, but it can be a pain to setup, especially in the later games where you are travelling through multiple maps at a time to get to your goal.  I created card covers to help distinguish the different landmarks on the board, it has made my life much easier.  I would love to see something like this offered, and illustrated by Stephen S. Gibson even as an add on pack  I would buy that up in a heartbeat!  The organization within the box itself is not conducive to cutting this time down at all.  Greenbrier Games does sell a collectors box that may help with this issue, but I cannot say for sure.  The cards are made of a different material than I am used to playing with, a matte finish.  This greatly reduces the glare when playing, which I love, but, it makes the first few shuffles difficult.  Once you have played a bit they seem to break in nicely.  I have not sleeved this game, and the cards have stood up to the wear and tear without a mark.  The story is well done, Grimslingers is something that I can see as a graphic novel one day.  It certainly lends itself to that thought for me every time I play.  The artwork on the cards is phenomenal.  I cannot say enough about the art, Stephen Gibson has gone above and beyond with what he has done here.  The characters seems to leap off of the cards with an ethereal feel like I have not seen in another game in a long time.  Each Grimslinger has a distinct personality and feeling, as do the little sidekick anima’s.  The characters are customizable through the achievement trackers and progress point allocations.

There is a lot to love about this game, the theme, the characters, the art (did I mention the art?), if you can overlook the little things that I mentioned above, you are in for a great experience.  I am excited that I had the opportunity to play through the base game again.  It was like reading a book that you enjoyed all over again.  I was happy to see the story in The Northern Territory continued right where the original story left off.  I love the different path options offered in The Northern Territory, all occurring concurrently, allowing you to hop between paths back and forth.  This allows for replayability as well as different experiences between players.  Stephen S. Gibson has made himself completely available for questions, comments, and even complaints.  He has been a tremendous support for this game, and I have had the pleasure of talking with him a few times about this game.  All around this is a game that I can, and have recommended.  I can’t wait to see what there is on the horizon for Grimslingers as well as for Stephen S. Gibson.

Thanks for joining me this week as I singlehandedly tamed the Forgotten West!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!

Want to hear more about my thoughts on Grimslimgers?  Jason from Every Night is Game Night and I interview Stephen S. Gibson on their podcast dropping on 8/3/17!

Come Play with E! Fabled Fruit Edition

Welcome back again!  This week we are going to look at a game that has been hitting our table almost every night.  A little while back I was looking for a new game that the whole family could play, I popped into a FLGS and saw Fabled Fruit, designed by Friedemann Friese and published by Stronghold Games.  I had seen a playthrough video on this game a while back, and loved the idea of it, but now, well now Emmy was old enough to play it.  I couldn’t get to the register fast enough, and now she can’t get it to the table each night fast enough!


In Fabled Fruit you play as an animal, turtle, sheep, penguin, elephant, snake, or giraffe, trying to make the most delicious juice possible.  In a three player game, like we play, the first person to make four of these delicious juices in the winner.  Now what makes this game so special is that is is a “Fable” game.  What is a “Fable” game?  Glad you asked.  This is a new concept, that I have never seen before, that bring legacy components to a game, changing the play over time, without the destructive side.  At the end of each game, all the cards that were turned into juices, are removed from the game.  They are not destroyed, ripped up, burned, or blown up, but merely placed in a (supplied) baggie.  This allows the game to be reset at anytime, without the need of a refresh pack.


After each player has decided which animal she will be they dealt two fruit cards. Players then take turns moving their animal to one of the piles of cards laid out on the table.  There should be 24 total cards on the table, same type cards are stacked together, making the number of piles, and choice varied.  When a player lands on a card they do one of three things, take the action listed on the card, trade fruit cards from their hand to buy the card (turning it into juice), or draw a single card from the fruit stack, if that card has a sign post icon on it.  As cards are bought and turned to juice new cards are added to the game, ensuring there are always 24 cards on the table.  These new cards may add to existing stack, or may add a new option to the game.


I had concerns about Emmy playing this game because of the reading requirements and the ever changing rules.  She was so excited to play that we gave it a shot anyway, explaining to her what each card does as we did.  She snatched up her penguin and proceeded to wipe the floor with us.  As new cards were added we would take a minute to explain its effects to her.  From time to time we do offer her advice and remind her what certain cards do, but overall, she remembers her own, and shuns our advice.  She likes the choices she gets to make on her own, and her “plans” that she gets to make.  The theme really gets her too, she loves the little animal meeples, as well as the animals on the cards.  She loves to uncover new cards to see what they can do.  We have played this game about a dozen times, as of right now, and she is tied for the lead in the overall standings.  She may not be able to read, but she can play this game like no one’s business.

The game plays quickly, the downtime is pretty low.  When we play three and four player games Emmy can sometimes get bored between turns.  In this game she is engaged the entire time, trying to see what the other players are doing, and making her “plans” ahead of time to get the juice she wants.  The components are well made, and the animal meeples really make the game for her.  The cards are hearty, which is important when playing with a small ones, as are the cardboard tokens that are added later in the game.  Each game is different, but the same.  The new cards change the rules, making strategies always changing and evolving.  No two games have been the same, and that makes the replayability fresh and exciting.  We all look forward to new cards to see what we can now do, and are sad when other cards leave the game, lamenting the powers that we have lost.


Fabled Fruit has spawned one expansion that adds a new fruit to the mix, limes.  It also adds some new cards, and mechanics.  We have not made it through the base game yet, but do have the expansion waiting for us when we do.  I’m really glad that we did not dismiss this game because we thought it would be too hard or complex for Emmy.  She has really shown that she may not be able to read the cards, but she can still win.  I took my own advise, and did not underestimate her ability to understand and remember this game.  There are times when I am reading the cards to refresh my memory as to what they do, and Emmy is explaining it to me instead.

This game is great for families, as you can see, but it is also good for adults as well.  I have played this game without Emmy, and still had a really fun, satisfying time.  The game is also priced to not break the budget, which was another nice feature, and can be purchased pretty much anywhere.  If you’re looking for a family game that you can introduce to some of the younger gamers in your life we cannot recommend this enough!

Emmy’s take:

“I like Fables Fruit because it has animals, and you buy stuff, I just love it.  And I love it, and I love it, and I love it. My favorite animal is the penguin.  In Fabled Fruit you are trying to buy the juices before anyone else.  It’s like (the cards) banana, banana, coconut, coconut, and then you see a little smoothie?  That can be anything, any fruit.  There are bananas, coconut, grapes, strawberries, and there’s pineapples.  Bye friends!”

Fabled Fruit gets a solid:     img_54531.jpg

Did you like what you read here?  Please follow us here, Facebook, and on Twitter to receive the most up to date posting information as well as other related and unrelated posts!  We have also launched a new YouTube Channel where Emmy does playthroughs of her favorite games.  Please, feel free to leave a comment below!

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… Get Finished!

A review copy of Finished! was provided by Stronghold Games.  We would like to thank Stronghold Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

We’ve all been there, late to work on a Monday morning, walking in to a pile of paper taller than we are waiting for us on our desk, throwing back caffinated beverages to make it to the end of the day.  Sound like your 9 to 5?  Friedemann Friese, in only the way that he can, has somehow turned this mundane tasking of getting your work done, into a quirky, fun, fast, solo game.  Finished! published by Stronghold Games, is a strictly solo gaming experience in which you take on the role of a worker just trying to make it to the end of the day.  Sounds easy, right?  Not so fast!  I did mention this was Friedemann Friese, right?  Anyone remember Friday?


Finished is a small game, containing only 48 cards, but it plays out in a big landscape.  The game requires memorization as well as hand management, as you try to organize your day.  Let me tell you more.  You start with a shuffled deck containing 47 of the 48 cards, card #48 will be the last card in the deck and will serve as an end of round marker. The deck will be cycled through several times as you try to sort the cards by the time stamp, starting with 00:01 all they way to 00:48.  If you can accomplish this before you run out of coffee, you win.  If you reach the 00:48 card and are out of coffee, you fall asleep at your desk, and game over.


Each card also contains helpful actions that you can take, sometimes costing Sweets, this games form of currency.  Sweets are in short supply, so manage them carefully!  Actions include drawing additional cards, moving cards into the past and the future, gaining more sweets, and exchanging cards.

Finished! starts off with 7 cups of coffee and 7 sweets in your stash.  The coffee is a timer, allowing you 7 turns through the deck to organize the cards.  The play area will contain three main spaces, the present (middle), or the work you are currently working on, the past (bottom), work you have completed, and the future (top), or work that you have pushed off for later.  You will also have an area for the draw deck, and the finished pile.


To start your turn you draw three cards from the draw deck and place them face up in the present area.  Immediately take any sweets as indicated by a card and add them to your stash.  If one of the three cards drawn can continue your finished pile (is the next numeric card in the sequence) you must add it now, drawing a replacement.  You may now choose to perform any actions allowed by the cads you drew, paying any sweets as needed.  If you do not have the required sweet to pay for an action, you cannot perform it.  After performing all the actions you may then sort the cards in the present area in any way you want, mostly numerically left to right.  Once this step has been completed all the work in the present area is moved to the past area.  Cards already in the past will move to the end of the line remaining in the same order in which they were originally placed.  Remove any sweets on these cards and add them to the reserve stash, not your stash greedy!!  If you move a block of 3 or more cards in sequential order you may draw a sweet from the reserve stash equal to the length of the sequence minus one.  If there are more than three cards in the past the oldest cards are placed, one by one, at the bottom of the draw stack.  Finally, the bottom row of future cards are now moved into the present.  That work wasn’t going to be put off forever, you know!  You are now ready to start a new turn by drawing three cards.  When the 00:48 card is moved from the present to the past you must drink one of your cups of coffee, bringing the end of the work day inevitably closer!


Finished! is a fun, quick game that requires a lot of memorization.  Trying to gather all of the cards in the right order, remembering where each card was and when, using sweets wisely, can be almost as stressful as a real day of work!  Somehow it all comes together into a much more enjoyable experience than the real thing though.  The cards are really nicely done, the illustrations showing the slow demise of your poor character.  When placed in the correct order the pictures make a flip book, showing the effects of the day.  I thought this was a great little touch, and something that really made me smile.  Sometimes it’s the little things that have a great impact, on me at least.  The sweets and coffee are represented with nice chunky wooden pieces.  I love the art on the box, it depicts a computer screen with an old school smiley face, pre-emoticons.  If you have ever played Friday, you know what to expect from Friedemann Friese.  Finshed! is challenging, I played it more than a few times before I actually got all of my work done.  I won’t even mention how much real work was postponed until my fictional work was completed!  The more I played the game, the more intuitive it felt, my first few playthroughs I could not manage to remember the iconography on all of the cards, never mind where they all were in relation to what I was doing.  After a few plays I got the hang of it, and didn’t fail quite as miserably.  The game is really small, and I was able to play it almost anywhere.  I love the idea that I can throw this in my bag and play it at lunch, you know when I am taking a break from my real job.  Or something like that.  All in all I like this game a lot, the replayability is great, and the game itself offers four different levels of difficulty.  This is one game that I am definitely not “finished” with!


Thanks for joining me this week as I singlehandedly finished all of my work!  Join me next time, follow me on Twitter and Facebook, and please, feel free to leave a comment below!

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