Quirky Video Game Review: Stacklands

Stacklands merges a survival/civilization game with the skeleton of a collectible card game, and the results are interesting. Developed by indie designer Sokpop Collective, Stacklands takes these disparate themes and mechanisms and makes sense of them. Prepare to drag cards on a board and stack them on top of each other for numerous interactions.

Hey, hey! Kyra Kyle here. Today, I’m reviewing a quirky video game I’ve meant to cover for a while. Full disclosure: I’ve played a heap of Stacklands on Steam. I purchased all the DLC–we’ll only touch on some of the bonus content–and spent countless hours watching my card-sharped citizens build an empire. But how does Stacklands stack up against our review criteria? Let’s find out.

Mechanisms

Game Mechanisms: 10/10

Quirky indie video games tend to sport fresh game mechanisms, and Stacklands is no different. Stacklands combines a collectible card game and a civ builder into a cohesive whole. The experience is a great loop of exploration and optimization for your villagers. I’ve never had this much fun stacking one card on top of another card and getting something in return. One chicken on top of another chicken yields an egg. Place that egg card on a campfire and produce a cooked egg. Sounds simple, but a multitude of these actions may occur at once. Players must manage the timers for each interaction and generate enough food at the end of the day to feed their civilians. Any items you don’t use or can’t use may be sold for coins that are used to purchase new card packs. Card packs contain new items and ideas.

The gameplay loop and exploration (of what I can put together to make something exciting and new) are addictive. Earlier versions of Stacklands proved difficult to manage some of these elements, but later patches fixed many of these issues. I have as much fun optimizing my little village as I do discovering new ideas. If you were to construct a hotpot, you could place food into the pot that you wish for your villagers to eat first. This way, you can keep more valuable food items. Small upgrades like this add strategy.

And Stacklands is full of small and large upgrades ready to make your village strong enough to fight off invaders. Yes. There will be invaders who will randomly attack your village, but usually after the first five or six moons (or days). Enemy cards are indicated by red backgrounds. You may choose to fight these enemies unarmed (like the picture below) or upgrade your Villagers with weapons that will change their job title from Villager to something fancier, like Warrior or Swordsman.

Stacklands also has a knack for ramping up the difficulty. Most difficulty spikes happen organically; you won’t face a stronger creature unless you spend money to buy a more expensive pack that may contain the stronger creature. The largest of these difficulty spikes is at the player’s discretion. I don’t know how many times. I’ve accidentally summoned a demon and watched in horror as the demon decimated my villagers.

But I was the one who summoned the Demon. I’ll know for next time not to do the thing that summoned the Demon until after I’m prepared to defeat an enemy with 300 health. Like many survival games, you’ll need to restart your Stacklands village when you have no more living Villagers, but when you do restart your village, you don’t need to relearn skills and ideas. I don’t mind this. It lessens the danger, and often, I’ll have a better item I’ve unlocked and can outfit my villagers with better gear or a more optimized village. Heck. I’ve let a larger enemy torpedo my village, so I could start over.

Gameplay Loop

Above Image from GameDesigning.Org

Gameplay Loop: 10/10

I’ve already mentioned Stacklands’ gameplay loop. Combining collectible card packets with building a civilization of card villagers is fantastic. Stacklands also manages its difficulty spikes well. Players have more control over what they’ll face. Buying more expensive packs could mean stronger enemies appear, but you’ll want to unlock every card in each packet type and as quickly as possible.

Collecting cards like Pokémon mixed with exploration is a potent combination. And since Stacklands has so many hidden tech trees (the game doesn’t spell out its tech trees in a diagram), you’ll find hours of enjoyment reverse engineering a recipe. How do I get a gold bar? I need a smelter and gold ore. How do I make a smelter, and which booster pack contains gold ore? Stacklands has so many rabbit holes to explore.

Story or Narrative

Narrative: 6/10

Stacklands has a few side stories that make up a somewhat larger narrative, but it doesn’t have a traditional storyline. There’s the demon I mentioned earlier. The demon isn’t too difficult to defeat if you have the proper equipment and a large enough army. You’ll also have to challenge a witch who summons monsters from a strange portal. Defeating the witch is the closest thing the base Stacklands game has to a larger story.

Players must construct a stable portal so they can enter the witch’s realm and fight her seemingly endless army of baddies. The army the player sends may choose to return home after each level of witch minions. Defeat the final level and then the witch. Players will receive a “you completed the game” notification, but that’s not the end. You may continue playing Stacklands and its DLC. The only location you can access without buying DLC is the island. This has a “story” similar to the witch on the mainland, but it’s the paid DLC that has fleshed out stories. I’m not including the DLC in this review, but if I did, this score would rise a point or two.

Storytelling

Storytelling: 5/10

Stacklands‘ storytelling is no better than average. I promised I wouldn’t include the paid DLC (which only costs a few dollars) in this score. The base game’s story is okay. The DLC ventures into some interesting territory. I talk briefly about them. One alternate plane deals with waste; you’ll need to optimize your village so you won’t produce too much pollution. Another plane centers around death. A third pivots hard into combat and rage. Stacklands‘ DLC is well worth the price (if you like the base game), but it’s the base game’s storytelling we’re grading here, so it’s average.

User Interface: 9/10

While Stacklands has a lot going on at once, it does a good job of presenting these options to the player. In the top left, you’ll find tabs for Quests and Ideas. The quests are self-explanatory. If you don’t know what to do next, check out your active quests.

Ideas are the recipes you know. Stacklands does a great job of grouping similar recipes into tabs. You may expand these tabs to see individual recipes or collapse them if you’re not looking for that recipe type.

In the far right corner, you’ll find out which day (moon) you’re on, and the symbol on the right of this box lets you dictate how fast time moves. To the left of the moon, you’ll find your village’s vitals (food, coin, and how many cards you may have in your village–booster packs don’t count toward this total). The image above may be from Moon 5, so there aren’t as many cards in play, but Stacklands has so many ways to optimize your village that you can build one that minimizes your number of cards and is almost automatic.

Once you find a consistent source of food, you’ll be able to focus on other things Stacklands offers, and there are plenty of choices. Stacklands rewards trial and error. Don’t be afraid to make mistakes.

Graphics: 6/10

While I enjoy Stacklands‘ graphics, they are minimal. Stacklands chooses legibility over style. Even though that’s the right choice for a game like this, I can’t tell you that Stacklands has amazing graphics. The game’s graphics are crisp, at times adorable, and most importantly, functional.

Audio: 7/10

You like lo-fi chill jams, don’t you? Who am I kidding? Of course you do. Stacklands’ soundtrack makes great background music. To be honest, I hardly notice it while I’m playing. Where this score gets a bump is when considering Stacklands’ sound effects: card shuffling, ripping open a booster pack, the little bloopy combat noises, and adorable animal calls. Sokpop Collective took time and care with Stacklands’ sound effects, and it shows.

Replay Factor: 9/10

Stacklands has plenty of DLC, and that DLC has its own puzzles for you to solve. The DLC adds a good ten to twenty gameplay hours. But the base game has tons of replay value in its own right. Even if you defeat the witch and the demon, you may want to beat the time it took you to defeat the witch and the demon. I’ve also discovered numerous recipes after beating these two, which then prompted another playthrough. Sure, I beat the game, but I figured out how to make a resource magnet. That would optimize my village to the fullest.

Again, I may be biased. I put a heap of time into Stacklands, but it has a fair amount of replay value. Each new play can lead to a different path to success.

Aggregated Score: 6.9

Tabletop Game Review: Marvel United, Tales of Asgard

We haven’t covered a Marvel United expansion in a couple of months. It’s about time we returned to the series. Geekly won’t be covering every Marvel United expansion, but we will review the ones worth your time or the ones we believe people will most likely purchase. So, you could consider the Marvel United expansions we cover as ones you may want on your radar.

Hey, hey! Kyra Kyle here. In Marvel United, players act as iconic Marvel heroes who work together to stop the master plan of a powerful villain controlled by the game. Each villain has a unique master plan, cards that trigger various effects, and threats that make clearing locations difficult. Heroes clear missions, making the villain vulnerable, and finally take on the big bad villain before they complete their dastardly plan. Can you save the day in time? Tales of Asgard casts players as Marvel versions of Nordic mythology.

Hark, brave do-gooder. Before we doth continue further, thou must first indulge Tales of Asgard’s finest of prints.

Marvel United Box Close Up Board Game Review

The Fiddly Bits

Designer: Andrea Chiarvesio and Eric M. Lang
Publisher: CMON Global Limited and Spin Master Ltd.
Date Released: 2021
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 30-40 minutes

Game Mechanisms

Cooperative Play
Hand Management
Modular Board
Solo / Solitaire Game
Variable Player Powers

Marvel United Tabletop Game Set Up

Game Setup

We already covered the Game Setup and Game Flow in our Marvel United review (here’s a link to that review), so we’ll go over the basics in the following two sections. Let’s cover an abbreviated review of the game setup and rules.

Marvel United’s setup can change depending on which Villain and Heroes you choose to play. Each game consists of six locations. Typically, core sets have eight locations. Since Tales of Asgard is an expansion, it only has six. You may choose your locations or shuffle them and choose six at random. Each Location card has spaces at the top for civilians and thugs and a rectangle with a block of text that will state “End of Turn” at the top of the box.

Place civilian/thug tokens on their matching spaces. Shuffle the Villain’s Threat deck and deal out each Threat face-up so that it covers the rectangle at the bottom of each location. You must clear this threat before gaining the “End of Turn” effect printed on a Location. Place health tokens where signified on threat cards and on the Villain dashboard. Place the three mission cards (Defeat Thugs, Rescue Civilians, and Clear Threats) face up under the villain dashboard where the text reads “Unlocked.”

Each player shuffles their hero decks and then draws three cards to form their hands. Shuffle the Villain’s Master Plan deck. Leave the Master Plan deck face down. This will be the villain’s draw pile.

Players place their miniatures on one of the six location cards, usually the centralmost location for each player (easy access). Then, they place the villain on the location card opposing the heroes.

Marvel United Game Flow Board Game Review

Game Flow

The villain(s) play first. Draw the top card of their master plan deck. The villain moves the number of spaces indicated. Resolve any BAM! Effects and these effects will be printed on a space within the villain’s dashboard. Then, place the civilian/thug tokens (if any) indicated at the bottom of the card. After all these effects are resolved, the heroes get their turn.

Heroes pick who goes first, and hero turns will continue around the table clockwise. At the beginning of each game, Heroes will get three turns before the villain receives another turn. During their turn, heroes play one card from their hand.

Marvel United Sample Hero Turns Gacha Game Review

Resolve actions and the symbols printed at the bottom of the hero’s card in any order. The symbols at the bottom of a hero’s card will be shared with the next player, but any printed action will not be shared. Heroes will use these actions to complete missions. The game begins with three missions in play: Defeat Thugs, Rescue Civilians, and Clear Threats. Each mission card will have spaces for the tokens they require to complete. As soon as these spaces are filled, the card is discarded, and the mission is considered complete. Mission cards can be completed in any order.

After the heroes complete the first mission, the villain panics and will act (play a card) every two hero cards instead of every three hero cards. After the heroes complete the second mission, the villain becomes vulnerable to damage. The heroes can complete the third mission, but it isn’t necessary. If the heroes do complete the third mission, each hero immediately draws 1 card, increasing each player’s hand size by one.

Play continues back and forth until either the villain wins (by completing their unique master plan or anyone, heroes or villains, runs out of cards) or the heroes win by dealing enough damage to the villain after the villain becomes vulnerable to damage.

Review

In the comics and the MCU’s first phase, Thor is a part of the core three Avengers: Captain America, Iron Man, and Thor. We’re mostly covering the Tales of Asgard expansion because plenty of people will want to have Thor as part of their heroic line-up, especially since the original core box contains Cap and Iron Man. That said, I think the gameplay highlights for Tales of Asgard are its villain, Loki, and oddly enough the Challenge card. Let’s begin with this unique Challenge.

Traitor Challenge Marvel United

The Traitor Challenge is a hint of what would come in the X-Men Marvel United set. Each player gets 1 Allegiance card, 1 Suspicion Token, and a Wild Token. Three Allegiance cards show “Loyal,” while one is a “Traitor.” The Traitor card must be in play and shuffled with enough Loyal cards to hand out to every other player. Naturally, there’s a three-player minimum with this challenge. If you play a two-player game, it’s obvious who the traitor is. Players may choose to play a Hero card facedown (gaining no benefit from it) to discard their Suspicion Token. This matters because once 2 Missions are complete, all Loyal Heroes still with a Suspicion Token take damage until they’re KO’d. This leads to players who are loyal wanting to discard their Suspicion Token. A player who doesn’t care to do that may be the traitor.

Another thing that happens after 2 missions are complete is that the players guess who the Traitor is. If correct, each Loyal Hero gains 1 Wild Token. The Traitor’s hero is removed from play and now plays as the Villain, drawing 2 Master Plan cards and playing 1 each turn. This is the hint of X-Men Marvel United. Marvel United’s next set allows players to assume a villainous role. The Traitor Challenge is a precursor to this playstyle, and it still works even with future sets. If you enjoy the idea of one player being the Traitor, this challenge is perfect. And it works well with Tales of Asgard’s villain. Loki often assumes the visage of others, so the Traitor Challenge is thematic.

Loki Marvel United

Loki’s a great villain whether you choose to play with the Traitor Challenge or not. Loki is a bit faster than the villains found in the original core set. That makes sense. He’ll hop around the map, making it difficult to deal damage after he’s vulnerable. He also has an “Illusion” Threat Card that makes dealing damage to Loki (while he’s at that location) impossible. While not as powerful as some villains (who have Threat Cards that make their villains impervious to damage for the card existing at all on the board), this, combined with Loki’s movement, makes him a challenge.

Loki Henchman 01 Frost Giants Marvel United

The “Master Trickster” and “Frost Giant” Threats are standard fare. Effective but nothing too special. The “Frost Giant” has more health (5) than most Henchmen, so they can be a chore to dispatch. Loki’s Master Plan deck features a lot of “Each Hero alone in their Location” or “Each Hero not alone in their Location” takes 1 damage, and if the previous statement is untrue, draw another Master Plan card and add it facedown in the Storyline. Both actions can prove fatal because Loki likes running out of cards in his deck by placing Master Plan cards facedown and dealing damage to Heroes whittles a player’s hand and feeds into Loki trying to speed up the clock.

Loki Overflow Effect Marvel United

Loki’s Overflow ability can also get annoying. If 1 or more Tokens can’t be added to a Location, Loki gains 1 additional Health (may go above his starting value). While Loki has below-average health for a main villain, his Overflow ability gives him more survivability. Loki surviving an extra round could mean that he may run out of cards and win.

I mentioned that Loki has a lot of movement. Fortunately, the Locations included in the Tales of Asgard expansion sport a lot of movement for their “End of Turn” abilities. “Heimdall’s Observatory,” “Throne Room,” and “Bifrost Bridge” have some form of mass movement. That’ll help when trying to catch up with Loki. The “Odin’s Vault” and “Valhalla” Locations have card draw which can be helpful, while “Asgardian Palace” has an underwhelming “You may add up to 2 Civilian and/or 2 Thug Tokens to any Location.” “Asgardian Palace” can help if you’re facing a Villain who doesn’t place enough Tokens, but most Marvel United villains place ample Tokens, and other Locations allow players to add a Token and clear a token in one action.

Valkyrie Marvel United

I waited long enough. Here are the Heroes. Surprisingly, Valkyrie is the most balanced character of the bunch. She has a fair amount of Heroics and plenty of movement with her “Warsong” special abilities. The other two Heroes from the base Tales of Asgard expansion, Thor and Korg, focus on Attack. While this makes sense, they do come off as one-note characters. Thor has a little more Heroics and Movement, while Korg allows players to target multiple enemies at once. Both Heroes are situational, but I’d give Thor the nod as a more universal character.

But Thor doesn’t quite claim the top spot as a Hero. If you happen to get the Kickstarter exclusive of Tales of Asgard, you’ll also get Beta Ray Bill. Bill is almost identical to Thor, but I prefer his “Stormbreaker” ability to Thor’s “Mjolnir.” I know, that’s sacrilege. Mjolnir beats Stormbreaker. But “Stormbreaker” gives players more choice with where they assign damage and grants more card draw. Both of those edge out Thor’s “Mjolnir.” Even without the Kickstarter exclusive, Tales of Asgard has some solid Heroes.

Too Long Didn’t Read

The Kickstarter version of Tales of Asgard includes one of the better characters in this expansion, Beta Ray Bill, but Thor and Bill are close enough to each other and serve a similar purpose. The Traitor Challenge Card shows where Marvel United will go in the future, while Loki serves as an interesting villain.

Quirky Video Game Review: Potion Craft

Potion Craft by indie game developer niceplay games created a craft system you want to play. Visuals inspired by medieval manuscripts blend with unique gameplay for concocting potions to form a singular video game experience.

Hey, hey! Kyra Kyle here. We’ll get back to another free-to-play game soon enough, but in the meantime, let’s cover another paid game. You can get a good deal on the game through sites like Steam or the PlayStation store (PS4/PS5). Usually, Potion Craft sells for around $20, even without a sale. Potion Craft’s unique graphics drew me in, but its stellar gameplay kept me engaged for hours. Let’s see how well Potion Craft stands up to our rating system.

Mechanisms: 10/10

Potion Craft innovates on the tried and tired crafting game. The video game scene has seen an influx of alchemist simulator games in the last few years. Most of these alchemist simulators would have players accruing ingredients through exploration (through a dungeon mechanism separate from alchemy) and learning new potions through trial and error. Potion Craft streamlines this process. Players explore a perilous map by adding ingredients to their alchemy pot. Ingredients (that players obtain through farming or purchasing from vendors) move the player’s cursor on the map north, south, east, or west. But these ingredients seldom allow for traveling in a straight line. Spiral and zig-zag movements reign supreme. Once the bottle-shaped cursor reaches an ability, players can stoke the fire and boil their potion, so the potion gains that ability.

This simple, yet ingenious, twist puts the focus on alchemy. I waited for a second gameplay type where I played as my character dungeon diving for ingredients. That gameplay never came, and Potion Craft is the better for it. At times the gameplay can feel puzzly, but with the focus on what I put in my alchemy pot almost all the time, I felt more like an alchemist in Potion Craft than I’ve ever felt in any other video game of this ilk. And I’ve played a handful of alchemist simulators. If an alchemist simulator sounds intriguing to you, you owe it to yourself to play Potion Craft.

Gameplay Loop: 9/10

Pick ingredients from your alchemical garden. Then, tend to your garden. Serve your customers by guessing which potion would best fix their problem. You may haggle with the price if you want. Finally, explore the alchemy map to find new potion types or find better (more efficient) ways to produce potions.

Potion Craft is one of those notorious games for “just one more turn.” Everything seems as if it’s just one day (turn) or two away. Even when you know how to make a potion and save the potion’s recipe, you can create the potion, using fewer ingredients, so that you spend fewer future ingredients. That’s another great feature of Potion Craft. The ingredients you used when creating a potion recipe you saved will be used whenever you make potions from that saved recipe. There’s a reason to make the same potion twice. Let’s say that it took you three Waterblooms to make an Ice potion. But you unlocked Tangleweed and began farming that and it only takes you one of those to make an Ice potion. This can save you time, resources, and money in the long run. Brilliant!

Frequently, I’ll make a less-than-desirable recipe for a potion type just to have a means of making that potion. When I unlock the means to make that same potion on the cheap, I take it. And it feels good exploring the map through alchemy, even when I’ve already unlocked the ability I’m heading towards. Each day, experience boosts (in the form of alchemy books) reset, and players can collect them again. This allows you to level up your alchemy skills, and the skill tree, while basic, does a good job of giving players choices. Do you want to focus on selling potions, exploring the map, or farming? The choice is yours.

And then there are the customers. This dovetails into the Storytelling section (and less so for Narrative) but I’ll begin discussing the customers here. Customers often don’t tell you exactly what they want. Even when they do, there are often multiple ways to fix a problem. Light spoiler: a customer may say that they locked themselves out of their house; you can choose to give them an explosive potion or acid. I don’t know how many times I’ve seen Season pick a means of fixing a problem that didn’t cross my mind. And she’s said the same for ways that I’ve solved the occasional problem.

But the core element is map traversal through alchemy. I didn’t expect to like the map movement that much, but Potion Craft nails the explorative nature of throwing things in a pot and seeing what happens.

Narrative: 5/10

Potion Craft doesn’t have much in the way of a narrative, but I gave it a five because of its implied customer backstories. Sure, some customers have generic “my stomach hurts, do you have a potion for that?” But others have more sinister motives should you get to know them better. Others still have bizarre stories like why does a scuba diver exist in medieval times? Players will have to piece together scraps of story to make one that makes sense, but Potion Craft does have a loose-knit story.

Storytelling: 7/10

Like Papers, Please, which we covered last month, Potion Craft tells its story in the game’s negative space. Hidden within the string of customers who stop by for potions rests a deeper narrative for those characters and the town in which they live. I won’t spoil some of those stories here, but Potion Craft builds its world and its story through the people who stop by for magical potions. And I love this world.

Citizens solve mundane problems with magic. Why not? If magic is plentiful, why wouldn’t you solve any minor inconvenience with alchemy? Potion Craft runs with this premise. You can solve people’s issues at lower difficulty settings through multiple means. You may need a specific potion with multiple effects if you raise the difficulty. Unlocking abilities to converse with customers may yield even more backstory. And that’s where Potion Craft’s story lies: the characters’ backstories.

User Interface: 8/10

Potion Craft does a great job of showing players where their alchemical ingredients will lead them on the map. The locations are easy to navigate. The goals are easy to find and understand. In short, Potion Craft does a great job of showing its players how to play the game. But at the same time, it still gives players the freedom to come up with unique solutions to problems.

Like I said before, there’s more than one way to fix an issue, and Potion Craft gives players the time and space to explore those options. Potion Craft’s setup isn’t the hectic DMV hellscape as Papers, Please. It organizes things in a way for players to thrive. Potion Craft is a layback and chill game instead of a tense, don’t make a single mistake game like Papers, Please. While the two user interfaces work for the games that use them, I prefer Potion Craft’s interface. I’d rather a game show me exactly what I can do. Potion Craft does this better than most.

Graphics: 9/10

Potion Craft uses medieval documents and medical books as the basis for its graphics. While simplistic, the art amplifies Potion Craft’s subject matter. I don’t know if any other graphics would’ve worked for this game. You can tell that Potion Craft is a labor of love for the designers. The user interface and graphics merge intuitively. Part of the reason why the user interface works as well as it does is because the graphics feed into the user interface and the theme. I feel as if I’m grinding leaves, flowers, berries, and roots with a mortar and pestle. There were times when I swore, I could smell the herbs.

Audio: 6/10

I’m not going to lie. I played Potion Craft while muted most of the time, but when I did have the sound on, it worked well. I wouldn’t say that Potion Craft has the most memorable soundtrack. Its soundtrack is serviceable. Potion Craft’s sound effects are what give it an above-average audio rating. You can hear the crunch of leaves and fruit. Heating your potion is satisfying. Pouring water into your solution to thin your potion is visceral. Seriously, I had to go to the restroom after hearing pouring water on more than one occasion. Potion Craft amplifies its tactile gameplay with sound effects.

Replay Factor: 8/10

This is a difficult section to grade. Potion Craft may not offer much in terms of replays through different games. You can get by beating each difficulty setting once. As of this write-up, there are four different difficulties. This still gives you well over 100 hours of gameplay. I’m giving Potion Craft a higher replay factor score because of the replays during your initial play.

I mentioned before that you may want to optimize your potion recipes. That leads to numerous hours of gameplay. But Potion Craft has a sneaky other reason why you might play. Your alchemy shop has a reputation score. You could play an evil alchemist and only sell potions to people who have nefarious plans. I didn’t know who would order a Necromancy potion with my first play. Switching to an evil alchemist showed me who would order a Necromancy potion. It doesn’t look like it, but Potion Craft is a sandbox game.

Aggregated Score: 7.8

I enjoyed my multiple playthroughs of Potion Craft. It’s the preeminent alchemist simulator game. If you have any interest in an alchemist simulator game, give Potion Craft a try. With Potion Craft’s quirky graphics, I didn’t know what to expect. The streamlined nature of Potion Craft’s gameplay is a revelation. Developer niceplay games and publisher tinyBuild are on my radar. I can’t wait to see what this studio has planned for next.

Thunderbolts* Review

Thunderbolts* takes a familiar MCU formula and adds deep themes, allowing its characters to shine. Yes! The Geekly Gang has had a chance to watch Thunderbolts* on the big screen. Hey, hey! Kyra Kyle here. Happy Friday. Today we’ll be covering Geekly’s thoughts on the latest Marvel film to release, Thunderbolts*.

Thunderbolts* is indeed the sleeper hit I was hoping for at the beginning of the year (during our MCU preview). I’d even say it’s one of the better recent Marvel projects. We’ll get to some of the goodness here after a while, but I wanted to start by saying that I appreciated not needing to do MCU homework for this movie. Because Sentry can tap into others’ past trauma, the audience got a good introduction to most of the characters. No hundreds of hours of viewing necessary.

That alone was a relief. Florence Pugh’s Yelena Belova was an excellent choice for a primary point-of-view character. Thunderbolts* does bounce a little bit, but Yelena is the character the audience shares the most time. Thunderbolts*‘ Yelena isn’t the jovial Yelena from previous projects (like Hawkeye or Black Widow). This is a woman struggling with the loss of her sister (and by extension, her family). She’s lost and trying to find her place in the world. I said this during Geekly’s preview several months ago, and I’ll reiterate here: Yelena is relatable.

So many of the Thunderbolts* are relatable. They’ve fallen short of glory. They’re haunted by their demons. They find a way to endure and persevere. It’ll be difficult not to get preachy with this response, but I’ll try and restrain myself. In short, Thunderbolts* is about mental health.

I’ll try to stay as spoiler-free as I can. It’ll be difficult. I love how Thunderbolts* introduced Sentry. This could’ve handled Sentry’s introduction poorly, but Bob’s inclusion was handled with care. He battles demons of his own, and like I said prior, he can draw people into their past trauma. This will come back to bite the Thunderbolts in the future because every member has trauma. Sentry forces the team to face their past, and eventually, the Thunderbolts help Sentry battle his own self-loathing. Bob views it as an ever-present void. Again, for someone dealing with depression, this is relatable.

I don’t want to get into any further detail; it’ll get too spoilery. How the Thunderbolts assemble has shades of the Guardians of the Galaxy. It worked for the Guardians; it works for the Thunderbolts. There are a few exceptions, but most Thunderbolts are tasked with assassinating one of the other future members. Julia Louis-Dreyfus’s character (Valentina) is in the throes of impeachment trials and uses the various members to cover up her tracks. Her final loose ends are the Thunderbolts. Okay. That was kind of a spoiler. Thunderbolts* may use familiar tactics, but the way the movie executes these tactics feels fresh.

Thunderbolts* even manages to introduce small details earlier in the film that end up mattering more than the audience may have thought. That’s always fun. It’s like watching a puzzle piece fall into place. And Thunderbolts* does a good job of managing those puzzle pieces.

My only gripe is that I wish we had seen more of certain characters. To be fair, that’s a good problem to have. This is a minor spoiler, but one of the Thunderbolts dies early in the movie’s runtime. I see why Marvel did it. Fans didn’t care for this interpretation of the character, and knowing the multiverse, the character could return (even with the same actor) in some other form, hopefully one closer to the comic book.

And I wish we had gotten more screen time with Ghost. Again, I understand why Marvel went this direction. Ghost’s past is similar enough to Yelena’s (suffering from a childhood where she must do bad things). Thunderbolts* had a lot of characters to juggle, so someone had to draw the short stick. Ghost still had plenty of moments.

I don’t want to continue and risk spoiling any more of Thunderbolts*. It’s a great watch, one of the MCU’s better releases in recent years. Just be prepared with a box of tissues. Thunderbolts* covers some heavy topics.

I’m so glad Thunderbolts* was the first MCU movie I watched this year. I can’t wait for Fantastic Four: First Steps to release. Thank you for reading. Like Thunderbolts* tells us, be kind to yourself, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Flamecraft

In Flamecraft, players take on the role of Flamekeepers, gathering items, placing dragons, and casting enchantments to enhance the town’s shops. Dragons specialize in bread, meat, iron, crystals, plants, and potions, and the Flamekeepers know which shops are the best for each dragon type. Can you build the most reputation and become the Master of Flamecraft?

Hey, hey! Kyra Kyle here. The tabletop game we’re reviewing today has plenty of cute dragons and fantasy puns galore. Flamecraft took home some awards in the past two years, including 2022 Origins Awards Fan Favorite, and was nominated for several more. A world of dragons awaits, but before we explore further, let’s look at Flamecraft’s details.

The Fiddly Bits

Designer: Manny Vega
Publisher: Cardboard Alchemy and Lucky Duck Games
Date Released: 2022
Number of Players: 1-5
Age Range: 8 and up
Setup Time: 10-15 minutes
Play Time: About 60 minutes

Game Mechanisms

Contracts
Hand Management
Modular Board
Set Collection
Solo/Solitaire Game
Worker Placement

Game Setup

Flamecraft’s rulebook has a well-written Game Setup section. It features large, well-marked pictures that help set up the game. All one needs to do is follow the directions, step by step. I began to re-write what was written in the rulebook but thought a “Too Long, Didn’t Read” version was more appropriate here. If you’re interested in the full rulebook, here’s a link.

Roll out the Town mat so that it’s in the middle of the table.

Place the Starter Shops (with a bugle symbol on them) faceup on any 6 Shop spaces in Town and do the same with the Starter Artisan Dragons, which have the same symbol.

Place the Goods tokens in a spot (or spots) where all players have access to them and then place the Coin tokens on the fountain.

You’ll have to sort the various shop types into piles based on the icons in the top left corner. Make a pile for each of the 6 Goods icons and a seventh pile for all other icons. Flip all 7 piles facedown and separately shuffle them. Take 1 card from each of the Goods Shops and 4 from the 7th pile to make the Shop deck and then shuffle the Shop deck and place it to the side of the Town mat.

The Artisan Dragon deck has special rules for 2 and 3-player games. Follow those guidelines if you’re playing with fewer than 4 players to make the Artisan Deck. Don’t do anything with a larger player-count game. Shuffle the deck and place it on its designated spot on the Town mat. Reveal the top 5 cards and place them faceup in the Park.

Shuffle the Fancy Dragon cards and place them on the marked space next to the Fountain.

Shuffle the Enchantment deck (use the purple one for new players) and place it on the marked space inside the Reputation track. Reveal the top 5 cards and place them in a faceup row next to the deck.

Give each player a player token (dragon), a Reputation marker (heart), and a player aid card in a matching color. Place all Reputation markers near the start of the Reputation track.

Deal each player 3 Artisan Dragons and 2 Fancy Dragons. Each player chooses 1 Fancy Dragon to keep and returns the Fancy Dragon they didn’t choose to the bottom of the deck.

Game Flow

Flamecraft’s rulebook also does a good job of explaining the game’s flow. I’ll try to be as brief as possible here. Again, you can check out the full rulebook with the link above.

Goal

You want to become the most successful Flamekeeper in town by having the highest Reputation. Visit Shops, place Artisan Dragons, cast Enchantments, and satisfy the goals of your secret Fancy Dragons. The player who is furthest ahead on the Reputation track wins.

Taking a Turn

On your turn, you must visit a Shop. Then choose to either Gather or Enchant there. At the end of your turn, you must check if you need to expand the Town (more on that later), discard down to your Dragons (cards) and Goods (resource) limit, and refresh the faceup Enchantments and Artisan Dragons.

Visiting a Shop

Move your player token onto a Shop card. You must choose a different Shop than the one you visited on your last turn. If another player (or players) are visiting the shop you move to, you must give each player at that shop 1 Good of your choice or 1 Coin from your supply. If you don’t have enough Goods to give 1 to each player, you must choose a different shop to visit.

First Option after Visiting: Gathering from a Shop

If you choose to Gather from the Shop, follow these steps in order:

1) Gather Goods, Coins, and Dragons printed on the shop and from each Artisan Dragon and Enchantment there.
2) (Optional) Place a Dragon: You may place 1 Dragon from your hand into a Dragon slot with a matching icon and then gain the rewards on that slot.
3) (Optional) Fire up a Dragon: You may use the Fire ability of any 1 Artisan Dragon at the Shop.
4) (Optional) Use Shop Ability: You may use the Shop’s ability if it has one.

Second Option after Visiting: Enchanting a Shop

If you decide to Enchant the Shop you visit, follow these steps in order:

1) Cast Enchantment: Choose an Enchantment card from the faceup row that matches the Shop’s icon. Pay its Goods cost to tuck it behind the Shop and gain the rewards printed on the Enchantment.
2) (Optional) Fire Up All Dragons: You may use the Fire abilities of any number of Artisan Dragons at the Shop.

End of Turn

After Gathering or Enchanting, take the following steps to clean up for the next player’s turn:

1) Expand Town: Flip any new Shops you drew during your turn faceup. (Note: If you filled the final spot for an Artisan Dragon on your turn, draw a new Shop.)
2) Dragons & Goods: Return Dragons and Goods until you have no more than 6 Artisan Dragons and 7 Goods of each type. (Note: Fancy Dragons do not have a limit.)
3) Refresh Park & Enchantments: Draw new faceup Artisan Dragons and Enchantments until there are 5 of each.

End of the Game

When the last card in either the Artisan deck or Enchantment deck is drawn or revealed, this triggers the end of the game. Each player gets 1 final turn, including the player who triggered the game’s end.

Once all players have had a final turn, gain end-game Reputation as follows:

1) Leftover Coins: Each player gains one Reputation for each Coin.
2) Fancy Dragons: Each player reveals each Fancy Dragon with a Moon icon whose goals they’ve fulfilled and scores the indicated amount of Reputation.

Whoever has the highest Reputation wins.

Review

As you might tell from the game setup and flow, Flamecraft has a lot going on, but it isn’t too much for younger players and players unfamiliar with tabletop games to understand. The Board Game Geek community lists Flamecraft’s suggested age as 8 and up, while the game box lists the age as 10 and up. I usually side with BGG. This gap doesn’t seem like much, but it depends on how well-versed a child is with tabletop games. Kids familiar with tabletop games can play Flamecraft at 8; I’d go with a year or two older if the child isn’t as familiar with tabletop games. Why do I place so much emphasis on this? Flamecraft is what the tabletop game community calls a gateway game. Gateway games bridge the gap between new and seasoned board game players. In this regard, Flamecraft is fantastic.

Would I pick Flamecraft above all other games of its ilk (middle-weight games that feature worker placement, set collection, hand management, and others)? Maybe. Maybe not. But there aren’t many games of this type that can be classified as middle-weight. A large divide has formed with modern board games. They either skew heavier and more complex for a hardcore audience or go the opposite direction and streamline into simpler games for a mainstream audience. Flamecraft is one of the few recent board games in the middle. Games like Flamecraft are necessary for the hobby.

I also like how Flamecraft’s various game mechanisms work together. You can find these game mechanisms in other games and in similar combinations to Flamecraft, but Flamecraft has found the right balance to introduce a player to these concepts. My favorite twist on an older mechanism is that Flamecraft uses worker placement, but it eliminates action blocking. You can go to a space with other players, but you’ll need to pay a fee. This can lead to an action being functionally blocked, but there isn’t a hard rule of action blocking.

Flamecraft also uses a newer type of game mechanism, and I like the direction that tabletop games are headed. The board is a shared space. Anything you do to improve the game state can help your opponent. This leads to interesting choices. Will this upgrade help me more than my opponent? If so, I’ll do it. If not, I may choose another option. This combination of a kinder version of older game mechanisms (worker placement) and the introduction of a rising game mechanism (the board as a shared space) makes Flamecraft a fabulous example of where board games have been and a glimpse of what could be their future.

I can’t believe it’s taken me this long to get to the art, but the art is phenomenal. Sandara Tang did a great job of making Flamecraft feel as cozy as the cozier options for older game mechanisms. I like the Neoprene mat more than I would’ve expected. Does it curl at the edges? Sure. Does it struggle to lay flat? Indubitably. However, the mat’s unruliness doesn’t detract from the game and works for its aesthetic; the soft feel of the mat matches the game’s color palette. The mat also makes the game easier to store. And the dragons. Who doesn’t love cute dragons? If you’re a dragon fan, you owe it to yourself to give Flamecraft a try.

Too Long Didn’t Read

Flamecraft occupies a shrinking spot in the tabletop gaming space: middle-weight game. It combines old and new gaming elements with a fun and approachable theme. My favorite elements are the lack of “action blocking” with worker placement (which works well for a younger player demographic) and the idea that the board is a shared space. Any action you choose could help your opponent. This leads to interesting choices.

Tabletop Game Review: Draft & Write Records

Geekly has played quite a few roll-or-draft and write games (we’ve picked up a couple of great ones over the holidays), and we’ve yet to cover one. In Draft & Write Records players assume the role of a rock band manager. You’ll scout performers, crew, and producers to outperform your competition.

Hey, hey! Kyra Kyle here. We reviewed a new board game for this month (I don’t count expansions, no matter how awesome), so we’re back with another board game review. Draft & Write Records’ name derives from the mechanisms it uses. Players draft and pass cards (which represent band members and important events) and then they write down what the card they drafted said on a massive score sheet (like Yahtzee only way more dynamic). The player with the most points at the end of the game wins.

Before we get any further, we’ll take a quick break from the road and discuss Draft & Write Records’ fine print.

The Fiddly Bits

Designer: Bruno Maciel
Publisher: Inside Up Games
Date Released: 2024
Number of Players: 1-6
Age Range: 12 and up
Setup Time: 5-10 minutes
Play Time: 30-60 minutes

Game Mechanisms

Automatic Resource Growth
Chaining
Closed Drafting
Grid Coverage
Hidden Victory Points
Paper-and-Pencil
Pattern Building
Set Collection
Simultaneous Action Selection

Game Setup

1) Each player takes a Band (Score) Sheet and one pencil (with regular lead).

2) Place the colored pencils within reach of all players.

3) Choose and Record your Band Name. This is optional but fun. I like having players state what they named their bands before play begins.

4) Each player selects a starting color at random and fills in the circle to the left of their band name with one of the colored pencils. Multiple players can choose the same color.

5) Set up the “Play Stack” by looking at each Play Card (gold-backed cards). You’ll find a number in the bottom right-hand corner of the card’s front. This number (if there is one) will let you know how many players are needed to use that card in the game. In a 3-player game, return the cards with 4+, 5+, and 6 indicators to the box.

6) Shuffle the remaining Play Cards to form the “Play Stack.”

7) Shuffle all the Goal Cards (blue-backed cards) and place them in the middle of the table to create the “Goal Stack.”

8) From the Goal Stack, draw and place the top four cards faceup to the right of the Goal Stack to create a line of publicly available Goals.

9) Then, deal two cards from the Goal Stack to each player. Each player selects one card to keep as their personal goal, placing it facedown near their Band Sheet, and the remaining cards are shuffled back into the Goal Stack.

10) Get ready to ROCK!

Game Flow

Each round of Draft and Write Records is divided into two phases: the Week Phase and the Weekend Phase.

Week Phase

During the Week Phase, players draft cards to take actions on their Band Sheet. At the beginning of this phase, deal each player five cards from the Play Stack (the gold-backed cards). Players will select one of these cards and pass the remaining cards to the next player. Each round, the direction players pass their cards changes (to the left, then to the right, and so forth).

During the “Week,” each player will draft four cards in total and discard the last remaining card to their personal discard pile next to their Band Sheet.

1) Players will denote which card they selected by placing the card they chose facedown next to their Band Sheet.

2) Once all players have placed a card facedown, those cards are revealed. Each player takes the action corresponding to the card they chose and records it on their Band Sheet.

We won’t go into detail about all the actions a player can take (there are a lot), but these actions will be indicated by an icon and color on the top left-hand side of each card. These symbols will match symbols found on a player’s Band Sheet.

3) Once all players have taken their action (or chain of actions if they have any), they pass the remaining cards from their hand to the next player.

4) Players repeat this process until they only have two cards remaining. They then choose one of those two cards and discard the other one.

Weekend Phase

During the weekend, players can claim publicly available Goals. If anyone can claim the Goal, they do so, marking the points on their Band Sheet and taking any additional bonuses (like Money). Multiple players can claim a publicly available Goal during a round, but as soon as even one player claims a Goal, it gets scored (by all players who accomplished it), discarded, and a new goal from the Goal Stack takes its place.

Once this is done, and if no one has triggered the end game, another Week begins.

End Game

Play continues until at least one of three end-game triggers occurs.

1) A player claims their sixth Goal.

2) A player checks their fifth Fail. (While there are Fail cards in the Play Stack, a Fail can occur if a player doesn’t or can’t play one of the cards they drafted.)

3) A player fills all 12 of their Crew posts.

After this happens, end-game scoring occurs. We won’t go into detail what these sections are. There are six sections where you can score points and then you subtract the points indicated in your Fail section. Draft and Write Records does a good job of indicating where these sections are and what they mean. The scoring section uses the same icons as the rest of the Band Sheet.

Whoever has the most points at the end of the game wins.

Review

There are many ways to score in Draft and Write Records, so many that I didn’t bother to list the ways. And while it’s easy to tell where to fill in actions on your Band Sheet as you play cards, the sheer number of ways to score can be overwhelming. You won’t have more than five cards in your hand and that helps, but early hands in a round can overload players with too many choices. Draft and Write Records is a game you’ll need to play a few times to get comfortable. Conversely, it’s this same number of scoring means that gives Draft and Write Records ample replayability.

Draft and Write Records is a joy. Its rounds don’t take long. You can expect that with closed drafting games. End of the round scoring (checking to see if someone finished a Goal) doesn’t take long either. I don’t check what other players have filled into their Band Sheets. I could see some players doing that and then feeding the players to their right or left (depending on the round) cards they cannot use. But the Play Cards do that to you anyway. Draft and Write Records forces players to make the best choices they can with the information given. Outside of the time it takes to learn the rules and then the game’s nuances, the game’s biggest issue can be the inability of players to recover from a bad strategy. You may commit to a plan early that will not work and then you’re stuck with that plan.

Fortunately, Draft and Write Records doesn’t take that long to play. The box reads that the game can take up to 60 minutes, but I’ve played it at max player counts and it took about an hour with rules explanation. The fewer players, the less time it will take to play. Lower player count games take closer to thirty minutes. I could see someone take a wrong turn and redeem themselves in round two. There’s a good chance of a round two.

Draft and Write Records’ use of colored pencils is a nice touch. The harmony game mechanism tied to the colored pencils proves crucial. The game didn’t add colored pencils for the sake of adding them. It matters if colors match, creating harmonies, and leading to more chain effects. And chain effects reign supreme. If you like making one good play that sets up another, Draft and Write Records has you covered. I’ve lost count of how many times I’d create a harmony, take the bonus, and that bonus (like producing a record or single) would lead to another bonus and another. Lather, rinse, repeat. And it’s this combotastic gameplay that makes Draft and Write Records shine.

Not going to lie. Draft and Write Records is one of those games where I’ll talk to myself while filling in a long play, and I relish the time it takes for me to go from one bonus to the next, and everyone must watch me fill in blanks until I’m done. The longer it takes for me to fill in my play, the more potential points I just earned. In short, this draft and write game has many combos, and those combos are satisfying.

Verdict

While it may take a couple of playthroughs to understand the rules enough to exploit its numerous ways to score, Draft and Write Records takes little time to play, even at higher player counts. Its harmony game mechanism shines and headlines a series of chain reaction scoring. Draft and Write Records is combotastic.

Daredevil: Born Again, “Isle of Joy”

Daredevil: Born Again ended this week’s episode, “Isle of Joy,” with a bang. Hey, hey! Kyra Kyle here. Daredevil: Born Again’s first season draws closer to its end, and “Isle of Joy” tied up numerous story threads in satisfying ways and reintroduced a fan favorite character. I do have one major gripe, but let’s start with the several positives.

Kingpin and Vanessa’s story continues to drive Daredevil: Born Again. Matt Murdock/Daredevil’s story highlights stem from Kingpin and Vanessa in some form. The power couple resolves their differences and creates a unified front. By the end of “Isle of Joy,” Kingpin and Vanessa are equal partners in the criminal underworld and politics. This story thread is organic. I don’t want to spoil the big reveal toward the end of this episode, and I don’t want to beat this drum any further. Kingpin and Vanessa scenes are a must-watch.

The same can be said of Kingpin’s rise as mayor. Guevara’s Sheila Rivera and Gandolfini’s Daniel Blake are welcome additions. Blake’s character introduced reporter BB Urich (portrayed by Genneya Walton). I like the nod to Ben Urich, BB’s uncle, who was murdered during Daredevil season 3. This builds tension between the media (working under the table), the police who don’t see eye to eye with Fisk (like Commissioner Gallo), and Mayor Kingpin. Daredevil: Born Again has done a great job constructing this power dynamic and struggle.

Furthermore, Fisk’s vigilante task force shows the city’s pulse and the government’s corruption. We get little airtime for Rivera, Blake, Urich, Gallo, and Officer Powell, but the scant moments “Isle of Joy” spares for these characters pack a punch. I really like Officer Powell in this episode. He gets two minutes but does more work in those minutes than some scenes do in fifteen or twenty. Daredevil: Born Again illustrates that it can be character-driven while progressing a plot. I’m fighting the urge to drop the one gripe I have. Must. Continue with one final positive.

Wilson Bethel returns as Dex (Bullseye). Yes! He’s worth the wait. Every scene with Bullseye is electric. Pure adrenaline. This includes the final scene that we’ll discuss in a minute. “Isle of Joy” has a shocking ending. I’ve waited long enough. I must include the one negative. I don’t believe Matt Murdock and Heather Glenn’s story.

I know. I mentioned how awful the Murdock-Glenn story is in a previous episode, but “Isle of Joy” hammers home this point. Murdock wants Glenn to admit that Fisk is one of her patients. He’s a lawyer. He should know the law, and that Glenn can’t confirm that Fisk is her patient. Any time Murdock pressed this issue–which was often–he came off as a teenager who didn’t understand how things work. Glenn wasn’t much better regarding Murdock. He’s clearly upset that she’s accepting an invitation from Mayor Fisk for a black and white ball. Adult Teenager Murdock storms off, and Glenn gets butt hurt when he shows up late to the event. What did she expect? This makes me question if she’s good at her job as a therapist.

During the event, Glenn complains to Vanessa that she doesn’t even know Matt anymore. First, we’ve seen these two on one date the entire series. I don’t believe she knows him at all. Second, why is she confiding personal issues with her client? Again, this smells like she isn’t good at her job. You know what? No. Heather Glenn isn’t a good therapist. During this scene, she lost all credibility.

We end with the showstopper. Major spoilers for anyone who hasn’t yet seen “Isle of Joy.” You’ve been warned. Matt discovers that Vanessa ordered the hit on Foggy and confronts her. When Murdock hears a gun cock, he knows its Bullseye aiming for Fisk. Matt jumps in front of Fisk and takes the bullet, and “Isle of Joy” ends with Murdock bleeding out on the dance floor. This sequence had an amazing pace. I don’t know if I quite buy Murdock taking a bullet for Mayor Fisk. We know Murdock won’t die. The show’s named after his alter ego. But I’m interested to see how Daredevil: Born Again season one continues after this chaotic scene.

What do you think about Daredevil: Born Again, Geekly Gang? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Marvel United, Return of the Sinister Six

We’re back with another Marvel United expansion review. Marvel United is a CMON Games Kickstarter using the Marvel intellectual property. We’ll have plenty of chances to cover more expansions like today’s focus, Return of the Sinister Six. Geekly won’t be covering every Marvel United expansion, but we will review the ones worth your time or the ones we believe people will most likely purchase. So, you could consider the Marvel United expansions we cover as essential.

Hey, hey! Kyra Kyle here. In Marvel United, players act as iconic Marvel heroes who work together to stop the master plan of a powerful villain controlled by the game. Each villain has a unique master plan, cards that trigger various effects, and threats that make clearing locations difficult. Heroes clear missions, making the villain vulnerable, and finally take on the big bad villain before they complete their dastardly plan. Can you save the day in time? Return of the Sinister Six pits players against more than one villain at a time. With this expansion, you have the option to take on the iconic villain team The Sinister Six.

Before we get any further, we’ll take a side quest and discuss Return of the Sinister Six’s dastardly details.

Marvel United Box Close Up Board Game Review

The Fiddly Bits

Designer: Andrea Chiarvesio and Eric M. Lang
Publisher: CMON Global Limited and Spin Master Ltd.
Date Released: 2021
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 30-40 minutes

Game Mechanisms

Cooperative Play
Hand Management
Modular Board
Solo / Solitaire Game
Variable Player Powers

Marvel United Tabletop Game Set Up

Game Setup

We already covered the Game Setup and Game Flow in our Marvel United review (here’s a link to that review), so we’ll go over the basics in the following two sections. Let’s cover an abbreviated review of the game setup and rules.

Marvel United’s setup can change depending on which Villain and Heroes you choose to play. Each game consists of six locations. Typically, core sets have eight locations. Since Enter the Spider-Verse is an expansion, it only has six. You may choose your locations or shuffle them and choose six at random. Each Location card has spaces at the top for civilians and thugs and a rectangle with a block of text that will state “End of Turn” at the top of the box.

Place civilian/thug tokens on their matching spaces. Shuffle the Villain’s Threat deck and deal out each Threat face-up so that it covers the rectangle at the bottom of each location. You must clear this threat before gaining the “End of Turn” effect printed on a Location. Place health tokens where signified on threat cards and on the Villain dashboard. Place the three mission cards (Defeat Thugs, Rescue Civilians, and Clear Threats) face up under the villain dashboard where the text reads “Unlocked.”

Each player shuffles their hero decks and then draws three cards to form their hands. Shuffle the Villain’s Master Plan deck. Leave the Master Plan deck face down. This will be the villain’s draw pile.

Players place their miniatures on one of the six location cards, usually the centralmost location for each player (easy access). Then, they place the villain on the location card opposing the heroes.

Marvel United Game Flow Board Game Review

Game Flow

The villain(s) play first. Draw the top card of their master plan deck. The villain moves the number of spaces indicated. Resolve any BAM! Effects and these effects will be printed on a space within the villain’s dashboard. Then, place the civilian/thug tokens (if any) indicated at the bottom of the card. After all these effects are resolved, the heroes get their turn.

Heroes pick who goes first, and hero turns will continue around the table clockwise. At the beginning of each game, Heroes will get three turns before the villain receives another turn. During their turn, heroes play one card from their hand.

Resolve actions and the symbols printed at the bottom of the hero’s card in any order. The symbols at the bottom of a hero’s card will be shared with the next player, but any printed action will not be shared. Heroes will use these actions to complete missions. The game begins with three missions in play: Defeat Thugs, Rescue Civilians, and Clear Threats. Each mission card will have spaces for the tokens they require to complete. As soon as these spaces are filled, the card is discarded, and the mission is considered complete. Mission cards can be completed in any order.

After the heroes complete the first mission, the villain panics and will act (play a card) every two hero cards instead of every three hero cards. After the heroes complete the second mission, the villain becomes vulnerable to damage. The heroes can complete the third mission, but it isn’t necessary. If the heroes do complete the third mission, each hero immediately draws 1 card, increasing each player’s hand size by one.

Play continues back and forth until either the villain wins (by completing their unique master plan or anyone, heroes or villains, runs out of cards) or the heroes win by dealing enough damage to the villain after the villain becomes vulnerable to damage.

Review

Return of the Sinister Six has no heroes, locations, or challenge cards. Instead, Return of the Sinister Six doubles down with villains. You can play each villain one at a time like normal or you could face the Sinister Six as a team. Taking on the entire team at once is not for the faint of heart.

Vulture Dashboard Marvel United Guide

Let’s begin with the villains as individuals before we discuss the Sinister Six as a team. Vulture may be the most difficult Marvel United villain within the game’s initial run. He takes crisis tokens (Spoils) from Locations (each Location begins with 3) and wins the game if he reaches a certain number of Spoils (based on the number of Heroes). Early Marvel United characters had precious few ways of discarding crisis tokens. That’s changed a bit with the X-Men and Multiverse releases, but characters who specialize in crisis token mitigation are rare. Vulture’s abilities suggest that players must rush him. Finish the missions quickly and then bombard him with damage. This is easier said than done. Vulture has several ways of stealing crisis tokens, avoiding damage, dealing damage to heroes, and moving to the opposite side of the board. If you want a challenge, Vulture is your villain.

Doctor Octopus Marvel United Guides

Return of the Sinister Six introduces a lot of interesting game mechanism twists with its villains. Eric Lang and company stretch the limits of the Marvel United core rules with this expansion. Doc Ock is no different. He wins if he destroys 4 or more Locations. While this can be difficult for him to accomplish, the fact that the board shrinks is a lot of fun. His Threat cards lean heavily on henchmen, so you’ll see many members of the Sinister Six. Mysterio as a henchman proves particularly difficult. Doc Ock can deal damage in a hurry and the shrinking board—if the players allow the board to shrink—can make Doc Ock formidable. I like Doc Ock’s change of play and the new challenge.

Mysterio Dashboard Marvel United Guide

Speaking of change of play and a new challenge, Mysterio is up next. He’s the only villain in the original release that places Threat cards face down on Locations. Players must flip over Mysterio’s Threat cards (by spending any single action) and clear at least two Threats before Mysterio can be damaged. Mysterio doesn’t have a special win condition like Vulture (stealing enough Spoils) or Doc Ock (destroying 4 Locations); he makes up for this by delaying the heroes and speeding up his deck. Mysterio is the first Marvel United villain to use a speeding deck as a mechanism. He’s perfect for players who have grown accustomed to the game’s flow and timing. Mysterio can cause the game to end suddenly. I love Return of the Sinister Six’s gameplay variety.

Kraven Dashboard Marvel United Guide

Enter Kraven the Hunter. As his name suggests, Kraven actively hunts the heroes. He wins if he KOs the heroes at the same time. This sounds difficult, but Kraven’s deck works perfectly to achieve this end. While players may be thinking of the game clock ending too soon with Mysterio or the game’s board shrinking with Doc Ock, Kraven gets the heroes thinking about self-preservation. This is a very different mindset than most other villains in the original Marvel United’s run. Kraven can even deal extra damage if a Location lacks Civilian and Thug tokens. Up to this point, players are encouraged to keep Civilian/Thug spaces empty. Kraven turns this idea on its head.

Sandman Dashboard Marvel United Guide

That gets us to Sandman who may have the most irritating ability from the Return of the Sinister Six expansion. He gains health through various means and wins if his health ever reaches 20. Thankfully, Sandman mostly focuses on soaking up damage, so players are encouraged to pick heroes who can deal buckets of damage. Even with a stellar team, defeating Sandman is easier said than done. I don’t know if I was able to defeat any villain inside the Return of the Sinister Six expansion on my first try. This leads to some excellent replayability.

Electro Dashboard Marvel United Guide

Electro may seem like the easiest villain to defeat, but he can fool you. He wins if all Locations in play have a crisis token. He has limited means with which to place crisis tokens, but Electro’s overflow ability is one of those ways, and he places a lot of Civilian and Thug tokens. It’s easy for Electro to cause an overflow. He can also deal a lot of damage. In fact, Electro has some of the highest potential damage output in Marvel United’s original run, and if Electro KOs a hero, he places yet another crisis token. Electro may sound like a lot of other Marvel United villains, but he stands out. Electro doesn’t deal damage to heroes at his Location. He deals damage to heroes in the Location opposite to his Location. This change-up gets me every time.

We’ve come to the Sinister Six as a villain team. They’re brutal. As of this write-up, I have yet to beat the Sinister Six. Typically, I write a guide for a Marvel United villain after I’ve defeated them (quick shout out to our Marvel United guides, check them out here with this link). I have yet to post a guide to the Sinister Six team. Hopefully, that will change soon.

The individual team members of the Sinister Six may have scaled-down powers, fewer hit points, and a streamlined means of defeating each one, but they play similarly to their solo villain counterparts. I got ahead of myself, let’s talk about weakening each of these villains so you can deal damage to them. Each one has a Weak Spot card, which functions similarly to a Threat Card. All the heroes must do is match the symbols on the corresponding Weak Spot card, travel to the same Location as the villain, and then deal damage.

It both is and isn’t that simple. The Sinister Six will trigger their effects, or at least the top two members listed on the Sinister Six card will. And if you think the Sinister Six members’ abilities were difficult one at a time, they’re worse all at once. Or at least two at a time. You’ll need to defeat the Sinister Six in a specific order. This is getting into guide territory. I know the order, even if I haven’t yet defeated the Sinister Six. I’ve gotten so close multiple times. Ugh!

Knowing the best order to defeat the Sinister Six doesn’t guarantee a victory. I can see the Return of the Sinister Six expansion providing me with a worthy challenge for years. If you own any of the Marvel United core boxes, I recommend picking up the Return of the Sinister Six because of its gameplay variations and increased challenge. If you’re a Spider-Man fan and own any of the Marvel United core boxes, I can’t imagine you not picking up the Return of the Sinister Six expansion. It’s a must-buy.

Marvel United The Return of the Sinister Six Miniatures Top Expansions to Buy

Verdict

Return of the Sinister Six is a must-buy Marvel United expansion, especially if you’re a Spider-Man fan. The included villains have some of the most unique game mechanisms from the original Marvel United run. The villain team provides a challenge that will shake up Marvel United for years.

And you don’t need to take my word for it. Board Game Geek (where great games and their expansions receive average scores of 6 or 7 out of 10) gives this expansion an 8.6 (as of writing this post).

Tabletop Game Review: On Tour

On Tour puts you in a rock band. You’re living the dream. You must schedule the band’s stops over your 100-day tour, visiting as many states (or countries depending on the map you choose) as possible. Roll the dice and chart a course with the most concerts.

Hey, hey! Kyra Kyle here. Today’s tabletop game review is the roll-and-write game by All Play (BoardGameTables.com at the time of its original print) On Tour. We’ll set off on our tour soon, but first, let’s handle some of On Tour’s behind-the-scenes details.

The Fiddly Bits

Designer: Chad DeShon
Publisher: BoardGameTables.com
Date Released: 2019
Number of Players: 1-8
Age Range: 8 and up
Setup Time: Less than a minute
Play Time: 20 minutes

Game Mechanisms

Bingo
Dice Rolling
Line Drawing
Network and Route Building
Push Your Luck
Simultaneous Action Selection
Solo/Solitaire Game

Game Setup

1) Give each player their own player board and a dry-erase marker.

2) Shuffle the cards and place them in the center of the table.

3) Roll the dice (2 large 10-sided dice). For setup only, re-roll doubles.

4) Combine the results to form two different 2-digit numbers (i.e. 1 & 4 combine to form 14 & 41).

5) One player draws a card. All players write the lower dice combination on that state.

6) Draw another card and all players write the higher dice combination on that state.

7) Each player circles both numbers.

8) Repeat steps 3-7.

9) Remove the four cards from the game.

Choose a player to begin the game by rolling the dice first.

Game Flow

With each turn, the rolling player draws 3 cards and reveals the cards for all players. If the deck ever empties, reshuffle the deck to form a new deck.

The rolling player rolls both dice. Combine the results to form two different 2-digit numbers (i.3. 5 & 6 combine to form 56 & 65). All players simultaneously write each of those numbers in two empty states (or countries) on their board.

When writing numbers, players choose two of the three cards. The numbers must be written in one of the regions on the displayed cards (like North and Central). If you write a number on the same state displayed on the card, circle it. When writing numbers, a different card must be used for each number.

If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. You may still circle the star if you use an exact state from a card.

When all players have written their two numbers, discard the revealed cards and pass the dice to the next person clockwise.

When only one or two empty states remain, do not flip cards, instead roll dice. Players may freely write numbers in any remaining states, following the usual rules.

When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number.

You can never return to a state that you have already visited. You can never go to a state with a lower number.

Score one point for each state you visit and an additional point for each circled star or number on your route. The highest score is the winner.

Review

First, I didn’t change much from the rulebook in the game setup and game flow sections. I always use a game’s rulebook as a point of reference when writing these sections. Typically, I need to reword or condense multiple passages in a board game’s rulebook to make it easier to read or to get the gist of how a game is played. On Tour’s rulebook, like many other All Play (formerly boardgametables.com) rulebooks, is easy to read. The company has a mission of making board games accessible to more people. Their well-written rulebooks go a long way toward that end.

I like On Tour’s twist on the roll-and-write or flip-and-write mechanism. Note: roll-and-writes have Yahtzee as a basis, where players roll dice and then fill in the results on their player boards, while flip-and-writes typically replace dice with cards. On Tour combines both mechanisms flawlessly and that leads to each game playing differently. I’ve played plenty of On Tour, mostly solo, and each game presents a different challenge. I may get the card I need, but not the right numbers or I may get the numbers I need, but not the right card. Some combination of this will happen in every game but each game feels fresh.

I enjoy On Tour’s solo mode, but the game plays better with multiple players. Like most roll-and-writes, players fill in their maps at the same time and this accommodates larger player counts. Playing with a full complement of eight players may only add ten or so gameplay minutes. Knowing the map helps make decisions easier. I don’t take long to fill in my map, but a new player would take a hot second to make their decision. But I wouldn’t say that knowing a map gives a player an unfair advantage. It’s an advantage but not a huge one. I’ve lost plenty of times to noobs. That may say more about my inability to play On Tour well.

The player boards are two-sided. One side depicts the United States, while the other is a map of Europe. New players should start with the United States. The regions are easier to spot (North, South, East, West, and Central). The straight boundaries of Colorado, Wyoming, and other mid-western and western states help.

I add a rules variant and allow players to chart their route as they fill in states (countries). You can always erase a route if you choose to go in a different direction. The end game (of figuring out which route you’ll take) can take almost as long as the game itself. Filling in a tentative route as you go shortens the time you need for final scoring. It also leads to table talk where someone undoubtedly says, “Well, I guess I’m cut off from Washington (or some other state).” Since you’re using a dry-erase marker, these tentative routes can be altered.

I often bring On Tour while on vacation. While On Tour is one of All Play’s standard box-size games, these boxes are still roughly 7 x 11 inches, making it easy to pack in a suitcase. And its price of $40 is nice. All Play games skew toward wider appeal (code for lighter games), but one can’t question the company’s quality of games and its commitment to cheaper price points.

Too Long, Didn’t Read

On Tour blends roll-and-write and flip-and-write mechanisms for a fresh take on both game mechanisms. While knowing one of the maps can help with making faster decisions, veteran players don’t gain too much of an advantage over newer players. The game plays well as a solo game but sings at large player counts. On Tour continues All Play games’ mission of making board games accessible to a wider audience.

Daredevil: Born Again, “Excessive Force” Review

Daredevil: Born Again’s second episode this week, “Excessive Force,” ties several loose ends, and Daredevil makes his triumphant return in costume. Hey, hey! Kyra Kyle here. I apologize for the delay this week. Everything ran smoothly with the family issue on Wednesday, so we’re back with more Daredevil: Born Again.

This week’s tandem of episodes had a similar feel to Daredevil: Born Again’s debut. If Disney+ had only released “With Interest,” fans may have been miffed (the first episode didn’t go far with the main storyline), but the streaming service dropped two episodes this week with “Excessive Force,” and I can see fans happier with the second offering. I enjoyed “Excessive Force.” As I said in the intro, it ties up several loose ends. That’s always appreciated. Wilson Fisk and Matt Murdock’s journey to find their true selves, their inner Kingpin and Daredevil, mirrors each other’s journey.

The inevitable fight sequence at the end has choreography that harkens to the original Daredevil Netflix series. Kingpin unleashes his baser instincts on Adam, the man with whom Fisk’s wife, Vanessa, cheated on him, while Daredevil rescues Angela Del Toro, Hector Ayala’s (White Tiger’s) niece, from Muse. Both scenes are earned. Earlier in “Excessive Force,” Vanessa and Wilson have an exchange that suggests Kingpin has Vanessa’s okay to revert to his mob boss ways, while Del Toro approached Murdock for help, letting him know where her uncle thinks a serial killer (Muse) is hiding, and Murdock has the idea to “f*** it” and rescue Del Toro himself as Daredevil. Since the police killed her uncle, Del Toro doesn’t trust the police.

I liked that Daredevil: Born Again brought back Angela Del Toro. In the comics, Del Toro dons her uncle’s White Tiger costume, and there’s a chance that Camila Rodriguez (who portrays Del Toro) could do the same. Del Toro does a good job of giving Murdock the kick he needs in the hindside. Running parallel to Del Toro’s mistrust of the police is that Fisk runs the police, and he’s formed a task force of dirty cops to find Muse. As I said, plenty of loose ends. Hamish Allan-Headley’s Officer Powell joins the newly formed task force. Powell has been one of the better side characters introduced in Daredevil: Born Again, but that’s because he’s had a handful of pivotal scenes. And that’s where Daredevil: Born Again has had issues.

Matt’s love interest (Heather Glenn) asks him if he knows any vigilantes he could introduce her to for a book she plans to write about vigilantes. While this could’ve worked, it came out of nowhere. We’ve met Heather Glenn more often than Officer Powell, and this is the first we’ve heard of this intention. Officer Powell’s motives are better developed. Angela Del Toro approaching Matt Murdock to help stop Muse makes sense (her character is well developed despite this episode being her second appearance), but Cherry (Matt’s ex-cop friend/employee) serves little more than a plot device when he warns Murdock against fighting Muse as Daredevil. We know next to nothing about Cherry. Even though he’s physically been in the series three times as much as Del Toro, I forgot he existed.

I mentioned the vlogger vignettes in a previous review. The shaky-cam on the street works better in a Spider-Man property. It’s out of place in Daredevil: Born Again, but further than that, it doesn’t do enough to show New York’s citizens. I don’t know if the audience should know who the vlogger is and follows them as another character (perhaps a friend of Murdock’s) or if the vlogger could attempt to interview Mayor Fisk, which could serve double-duty as a scene transition, or omit those scenes and show Murdock serve more citizens (than the one Fiddle Faddle thief) as a lawyer. Personally, I’d choose the latter. Showing Murdock trying to fix NYC’s issues as a lawyer, but needing to do more, would further the idea that the city needs Daredevil.

Those couple of sticky points aside, Daredevil: Born Again is a great Marvel show. “Excessive Force” saw the return of Tony Dalton’s Jack Duquesne/Swordsman. He’s an underused superhero (last seen in 2021’s Hawkeye as Kate Bishop’s wealthy stepfather), and I’m glad he gets another chance to shine. Thank you, MetalAusten (on BlueSky), for straightening out Geekly’s misunderstanding of Daredevil: Born Again’s schedule. The show WILL return next week, and we can’t wait. Thank you for reading, and wherever you are, I hope you’re having a great day.