Will your influence be enough to control the galaxy?
To be entierly fair… I won a free copy of this game at RinCon 2018! So my opinions may be skewed. | 2-5 Players |30-60 Minutes|Ages 14+|
Will your influence be enough to control the most powerful planets in the galaxy? Will you be able to meet your secret objective along the way? Will your empire stand victorious?
In Tiny Epic Galaxies each player controls a galactic empire, aiming to expand their influence by acquiring highly contested planets and increasing their cosmic armada. The game revolves around an innovative dice-rolling combo mechanic. The number of dice you roll is determined by the strength of your galaxy.
Each die is engraved with symbols representing the actions you can take. Actions such as moving a spaceship, increasing your culture or energy resources, or advancing your political or economic influence over newly discovered planets.
Players will colonize new planets throughout the game, earning victory points and accumulating special abilities which they can activate for their galactic empire.
I plan to play the living daylights out of this game. It is light weight and easy to learn. I would be comfortable having younger gamers play this and I am certain I could get any level of gamer into this game.
Resources are scarce and it is commonplace for companies to mine asteroids to acquire them. It is known that aliens raid these asteroids and therefore mining companies are geared accordingly in preparation of being attacked. Lives are lost in this line of work daily, but if you run a good crew you can make it out alive and rich!
A round begins with rolling a set of Power Dice, these are community dice that players will use in order to successfully mine the asteroid. Players then take turns placing workers throughout different space stations and on a mineral rich asteroid.
After all the workers have been placed a third and more volatile Power Die is rolled. A player starts his/her turn by rolling his/her Rig Dice, these represent a power element of his/her mining equipment that is to be paired with the community Power Dice in order to successfully mine resources from the asteroid. Then he/she resolves all his/her workers. As soon as players begin exporting minerals, hostile alien ships begin patrolling and will attack every round making it more difficult to resolve all the workers successfully.
Throughout the game, players will be increasing their worker count, gaining and spending credits (which are the victory points), gaining additional Rig Dice and acquiring explosive Neutronium bombs to protect them from the alien attacks.
When 3 of the 6 resource nodes on the asteroid are void of minerals the end of the game is triggered. The round is finished and the player with the most credits wins the game!
This was one of my favorite Kickstarters I have ever backed. Magic Meeple Games was the best at keeping their backers informed about everything.
The game itself is a great intro worker placement game. Simple rules and easily understood ways to manipulate your dice make this a great game for people new to these kinds of games. I am not a big fan of dice, and they don’t seem to like me either, but with all of the ways to manipulate the dice I don’t fear the randomness of the dice.
Adventure Calls, assemble your noble band of heroes and earn all the glory for going the furthest into the dungeon, defeating the most monsters, collecting all the treasures, all while you avoid the dragon. The Gameplay: In Dungeon Roll the player’s goal is to collect the most experience points by defeating monsters, battling the dragon, and amassing treasure. Each player selects a Hero avatar, such as a Mercenary, Half-Goblin, or Enchantress, which provides them with unique powers. Then players take turns being the Adventurer, who boldly enters the dungeon seeking glory..
The Adventurer assembles their party by rolling seven Party Dice, while another player serves as the Dungeon Lord and rolls a number of Dungeon Dice based on how far the Adventurer has progressed through the dungeon. The Adventurer uses Champion, Fighter, Cleric, Mage, Thief, and Scroll faces on the Party Dice to defeat monsters such as oozes and skeletons, to claim treasure inside chests, and to revive downed companions with potions. The Adventurer claims treasure by taking a token at random from inside the treasure chest-shaped game box..
All this fighting in the dungeon is certain to attract the attention of the boss: The Dragon!
When three or more Dragon faces appear on the Dungeon Dice, the Adventurer must battle the Dragon. Defeating the dragon is a team effort, requiring three different companion types. After three rounds, the players add up their experience points and retire to the inn to celebrate their exploits and to plan their next foray into the next deadly dungeon!
The Review: Dungeon roll is my gaming groups go to filler game. Rolling custom dice to build your party while the person next to you plays as the dungeon itself trying to kill you off. This game is fast, light, and hilarious to play. The push your luck element really lends itself to a quick game. When you need to fill in the gaps between bigger games I recommended you try dungeon roll.
Its election time in Machi Koro and your mayorship is in peril. The citizens are no longer wowed by Cheese Factories and Coffee Shops. Winning reelection means going big.
Remember that bay that the cheese factories have been dumping their curds and whey into? Your salvation lies in rehabbing that polluted body of water and wowing your townspeople. So get ready to roll up your sleeves and earn those votes. A harbor with fancy boats and sushi bars and a shiny new airport will surely bring more prosperity to town and more gratitude! Sure, the city might not have the money in its coffers to pay for all this, but that never stopped you before, and maybe your neighbors do…
The Machi Koro: Harbor Expansion injects further excitement into the game, want even more fun in your box?! Perhaps ten new establishments, one new starting establishment and two new landmarks will help?
Whats in the box?!
Machi Koro: Harbor Expansion includes cards that allow for up to five players to compete at the same time (82 cards total), while Machi Koro Plus includes only the new types of cards (68 cards).
The harbors expansion to Machi Koro changes game play quite a bit, no longer can you depand on the same old strategy to build the great town. One of the best changes is how the market for buildings gets set up, instead of having access to all the available buildings in the game, a market of 10 possible options is set up, and will change throughout the game. The Harbor itself makes things interesting, and City Hall with its little welfare pay out if you are broke can sure help out at times.
I believe this is a must when it comes to expansions, the new depth and strategy The harbor expansion adds make this like a whole new playing experience.
Welcome to the city of Machi Koro. You’ve just been elected Mayor. Congrats! Unfortunately, the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.
Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors’ coffers. Just make sure they aren’t doing the same to you!
Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on his own terms in order to complete all of the landmarks under construction faster than his rivals. On his turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, he gets the effect of that building; in some cases opponents will also benefit from your die (just as you can benefit from theirs).
Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of his city on future turns. The first player to construct all of his landmarks wins!
This is an engine building game, now I don’t mean you build a motor, but instead and economic engine is built as you add buildings to your town. Machi koro can very easily be played entirely whimsically or with great intent and strategy, but because this game depends on the roll of dice, stratagy will only take you so far. Personally I love this game, it’s often been played by my gaming group. It hasn’t been played often as of late, but it always has a place on my shelf because everyone enjoys playing it. I would definitely recommend this game especially for those just getting into the hobby or those avid gamers trying to get their family, friends, and children into the hobby.
There are several expansions as well, all of which add depth, cards for more players, and new rules to expand the base game.
In Ninja Dice, a push-your-luck dice game with a Japanese theme, players compete to see which of them is the greatest Ninja.
Each player rolls House dice to create unique combinations of challenges including Locked areas, Guards, and nosy Residents. Players roll their Skill dice to come up with three ways to beat these challenges – Stealth skills, Fighting skills, and Lock picking. Players can also roll special Fortune faces that boost dice, but only if the dice they are boosting lie in specific positions on the table, a system that is new and unique to games of this kind!
Beat the challenges to score points and escape, and the next player can try to beat a new house. Fail to beat the house and the player can escape with what they’ve stolen, or remain and roll again – but each re-roll adds the threat of the other Ninja, who can now roll Threat dice, allowing them to shoot the active Ninja – and each other – to steal treasure! Constant interaction between all Ninja forces all players to be alert at all times. Play proceeds in three rounds of increasing difficulty with the highest scoring player winning.
Ninja Dice was a great filler game. it takes very little time to get going and understand the rules. it’s really fun having to beat the house dice before the other players shoot you up with arrows. The directional element of the game is nifty too! sometimes you have the perfect roll, but one die isn’t facing the right direction ruining everything, and keeping things interesting.
Wizard duels, powered by huge dice and MTG style cards! If that doesn’t do it for you nothing will, also you might be dead inside… Assuming the role of one of the greatest sorcerers of the age, you will be participating in the legendary tournament of the 12 Seasons. Your goal is to raise the most victory points by gathering energy, summoning familiars and magic items. If you amass enough crystals and symbols of prestige, you will become the kingdom’s most illustrious mage. Optimize the cards through skillful combinations, using the seasons wisely to access the energies available and become the new Archmage of the kingdom of Xidit.
Seasons is a tactical game of cards and dice which takes place in two phases:
The first phase “Prelude” consists of a card draft. The goal during this phase will be to establish your own 9-card deck for the main part of the game and with it your strategy.
Once the Prelude is complete, each player must separate his 9 cards into 3 “books” of 3 cards. He will begin the second phase of the game with his first pack of three cards, and then gradually as the game progresses, he will gain access to his other books.
Next comes the Tournament: at the beginning of each round the first player will roll the seasons dice (dice = number of players +1).
These dice offer a variety of actions to the players:
– Increase your gauge (maximum number of cards you may have placed on the table and in play)
– Draw new cards
– Transmute the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
– Harvesting energy (water, earth, fire, air) to pay the cost of power cards (energy availability varies by the season). A maximum of 7 energy can be stored.
Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the “time track” would move forward. (Number of pips on bottom of die face)
In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes – also the “exchange rates” of energy to crystals vary during seasons – the energy not present on the dice in any given season is also the best paid during the season.
At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.
I love this game! It satisfies any gamer itch one might have, cartoonishly cute monsters (the cuter they are the more viciously they savage their opponents… usually),
big custom dice, lots of replayability, as well as strategy. Seasons is a bunch of fun! I would recommend this to everyone!