Active Forum Posts
Happy Monday! Here are two community challenges for everyone!
1. Trick Shot
- What to do: Record video(s) of yourself landing trick shot(s) using board game components! Here's a video for inspiration: https://youtu.be/8BZXQMz90o4. Send your video(s) to email@example.com and we'll compile all submissions into one video
- You will gain 1 entry per trick shot to win a $60 gift card from a store of your choice. No limit to number of entries
- Deadline: Wednesday, September 30, 2020 at 11:59 PM PST. We'll randomnly select 1 winner on the following day
- Note: Depending on how difficult the shot is, it'll take a long time. One of my shots took 2.5 hours and all other ones took about 30 min on average
2. Rating Games
- Let's spend some time this week to leave our ratings on all of the games we haven't reviewed yet! You can review your overall impressions and score by clicking on the "Leave a Review" button. You can also rate the learning and strategy complexities for the game
- There are no prizes associated with this challenge, except that we'll have milestones created so that when you reach a certain number of ratings, you'll be awarded a badge to show off on your profile :)
- After going through this process, feel free to share about your experience in a forum post. Were there any games you ended up rating much higher or lower than expected? Has your feelings toward a game cooled off after a while?
I hope you enjoy the challenges!
- Make a post on our forum or write an article
- Comment or reply on posts/articles
- Add/edit info on a game page
Does Brass: Birmingham actually live up to its #3 spot on BGG? Is it a great game for two players? Here are my first impressions after a session against @trentellingsen.
Perfect - Keep in mind that this is the Deluxe Edition, which features thicker cardboard, the Iron Clay poker chips, and a couple of other upgrades. And at least at first glance, it's absolutely well done. In particular, the art direction and overall design is fantastic. The cover is one of the best I've seen and the color choices and the way they contrasted the background illustration vs. the player pieces show great design sensibilities. Roxley has been absolutely killing it in their marketing and presentation of their games and they're one of the publishers out there who are definitely on my "watch list". And in case you didn't know, Mr. Cuddington (a husband-wife creative duo) is the mastermind behind the artwork for this game plus many other amazing looking games out there (e.g. #Santorini, #The Grimm Forest)
Surprisingly easy to follow - It's definitely on the heavier end, but it also doesn't have as much rules overhead or little exceptions to memorize like other games in the same "weight". Trent taught me the rules and while I got 80-90% of the rules down after several turns, I often found myself tripping over 1-2 rules mostly because I'm the type of person who likes to learn and teach games with as much thematic reasoning behind them, so not having a full knowledge of that made it harder. I'll be reading through the rulebook myself at some point!
Simple but deep - Very different game, but it bears some resemblance to #Clans of Caledonia. You have 5-6 unique types of actions available in every turn, and it's up to you to make the most efficient string of actions as you build up your network. For Clans, you're building a network of workers, cows, sheep, wheat field, distillery, etc, and then you have Brass' cold steel industrial network of canals and railroads and factories. The charm behind these two games is that its simplicity leads to great variations in strategy and tactical play.
From blank stare till it "clicks" - Because I was completely new to the game, I stared at the board with its intricate network of different locations and I had no idea where to start. This is different from games like #Concordia where all players start from one central location and start branching outward. I think It really helps limit analysis paralysis from new players when you have a starting point that makes you feel grounded. Of course, it doesn't mean that this is better, but it was an interesting thought. Once I completed my first couple of turns, it was easier to see where my options lie and I slowly built up my strategy one step at a time while learning the flow. And once we got to the end of the first era and went through midgame scoring, it "clicked" and I was all set.
Plays very well at two players with great amount of tension - There's a tug-of-war kind of feeling all throughout the gameplay, and there are a number of factors to this:
- There are two tracks that show each player's progression: (1) victory point track with midgame scoring and endgame scoring, and (2) income track that shows how much money a player will make at the end of a round. Players constantly progress further on the income track with each round (or sometimes go down if you take out a loan). Having this live update of each other's progress leads to lots of "eyeing" on one another and making you feel like you really need to keep up or "one up" the other person.
- Order of play is determined by who spent the least amount of money in the previous round. This adds another layer of tactical play where you're trying to efficiently use up your money vs. sometimes not too much so that you can ensure taking two turns in a row to make one big move.
- Network building game with quickly limiting options and competition around hotspots with great point potential. There are also plenty of opportunities to take advantage of your opponent's established routes and resources to advance your own.
Surprisingly very puzzly and not as thematic - As mentioned earlier, I went into this game not having read the rules myself. And by the second era, I knew how to make decisions that will net me lots of points/income, but I didn't fully understand why certain mechanics worked the way it did from a thematic point of view. That would've helped me appreciate the game much more.
It's a game that leaves an impression and stays in your head for a while - I went into this with about a year of hearing/reading how great it is. That's a lot of expectation to live up to. Throughout the entire session, I couldn't help but keep evaluating whether this lives up to its #3 rank, especially because I was missing a little bit of that thematic connection that would've tied everything together. And to be honest, I had my doubts and still wonder where it should place (but that same question goes for SO many games on BGG's list). But I did realize that ever since we played, this game's been on my mind and it's one that I'd like to play more of. In fact, writing out my first impressions is making me want to play again. And..... I think I can now see where Trent was coming from when he told me that this game is like bacon to him. It's not a fancy dinner kind of game that fills me with absolute excitement, but it's darn good and I find myself wanting more of it.
Is it the right game for me and my wife? - I'm honestly not sure. We only game together maybe once a month or less these days and there are a number of games I'd love to get in more plays of (e.g. #Clank! Legacy: Acquisitions Incorporated). I like the amount of player interaction in this game but with the longer gameplay length, it directly competes with games such as #Clans of Caledonia and #Concordia that deliver on satisfying puzzly experience under 1.5 hours and with less setup time. Perhaps with repeat plays, it could get to that point?
I'm so glad this game wasn't a let down and that Trent introduced it to me. I completely see the appeal and how wonderfully simple and deep it is. And if you're interested in acquiring this game, you can either get the regular edition on our game page or find the Deluxe Edition for $80 on Roxley's website! Iron Clays add SO much to the overall experience.
We review the city building game High Rise from Formal Ferret Games.
I've been working most of this week on improving the look and feel of the game pages and it's now live! Take a look and let me know what you think of the changes!
I also improved the page loading experience and added in a game mentions feed as well!
User Activity Feed
Dobby the house elf told Harry Potter he shouldn’t go back to school. Something about danger and whatnot. Of course, Harry didn’t listen, and instead ended up getting Hermione in danger as well. I mean, it’s not like this is the first time this has happened. And, just like the villager Emperor Kuzco threw out the window, it won’t be the last.
FunkoVerse is an expansive world of games made from popular intellectual properties (IP) such as Harry Potter, Jurassic Park, and Nightmare Before Christmas, just to name a few. The gameplay is the same throughout all the various versions, but the characters are all unique. This allows for some fun crossovers, since you can use Harry Potter and Vold—He Who Must Not Be Named—in the café from Back to the Future with Marty McFly and…Jack Skellington? You bet your funky Funko fanny!
As these are strategy games, the goal is to earn points—more than the other team—to win. All players have the same basic actions, but have unique actions that utilize a nifty cooldown track, so you’re forced to pace your mondo beyondo powerful actions, as they take longer to recover.
First off, the game looks cool. There’s something about these larger-than-life Funko figures on the game board that attracts the eye…and interest. The rules aren’t difficult, nor are there an overwhelming amount of them.
FunkoVerse: Harry Potter is a simple game, but it has enough meat on it that it’s not too simple. After having played it, I’d say that this game is geared toward those who favor lighter games, as well as newcomers to the hobby. And Harry Potter. And, honestly, even people who enjoy more strategy in their games can also enjoy this for what it is.
And what is that? A fun, light-hearted jaunt in a unique universe with a host of your favorite characters. And let’s be honest, you know you want it just for the Harry Potter figures, anyway.
The Harry Potter FunkoVerse game comes with four unique scenarios you can opt to play with. The basic gameplay involves characters simply trying to knock out the others for points. With the scenarios, different methods of earning points are set forth with special rules. There’s Leaders (your chosen leader gets more points when knocking out players, but is worth more when they get knocked out as well), Control (control various markers to gain points), Flags (kind of like capture the flag, but…different), and Territory (king of the hill, more or less). These scenarios provide unique ways to earn points and can help keep your Harry Potter FunkoVerse game evergreen.
Plus, you can use characters from other sets as well, so that’s a lot of variety! But I digress…
As mentioned, the gameplay is relatively simple: Move around, cast spells (i.e. special actions), pick up point gems, knock down rivals, and finish the job by knocking them out. You gain points from collecting gems from the board, as well as by completing certain requirements as provided by the scenario you’re playing (i.e. control an area of the board or defeat a rival’s leader).
Each side controls two or three characters (without another set, this Harry Potter set provides two special characters per side—Harry P., Hermione G., Voldy, and Ms. Lestrange). If you opt for three characters per side, each side gets one basic character—an Auror and a Death Eater—which are represented by simple cardboard tokens. They have no special abilities, but are characters in every sense of the term and gameplay. Of course, you can always add in other characters from other sets, creating a hodgepodge of characters for a wild crossover of your design.
Throughout the game, characters move and challenge (i.e. attack) rival characters. Succeed in a challenge and the rival gets knocked down. But, a downed character needs to be challenged successfully again in order to knock them out and gain a point. Fortunately, teammates can help their partners up, or if their other characters are exhausted or too far away (use the buddy system!), they can use both of their actions for the turn to get up on their own.
Move, challenge, interact with tokens on the ground, and helping others up—this is the game in a nutshell. While everyone has these actions, characters have unique abilities and special actions that really add to the theme and complexity of the game.
For example, in this Harry Potter set, all characters have ranged attacks (they are using wands, after all). Harry Potter has his (in)famous Expelliarmus spell, allowing him to attack from distance and remove his target’s item. Moldy Voldy (don’t tell him I called him that) is able to attack from distance and roll six dice for his challenge instead of the regular two. Pretty powerful stuff.
When special abilities and items are used, their accompanying tokens (and item cards, if applicable) are placed on the cooldown track. I really like this aspect of the game, as your powerful spells go higher on the track than your dinky spells and items. At the end of each round, everything on the cooldown track shifts down by one, so you’re without those tokens and items for a while.
The cooldown system is familiar to a lot of people who play various video games (such as League of Legends), so they recognize that their more powerful special actions will take longer to get back to them. It’s a good balance, and one I’d enjoy seeing in more games.
The Harry Potter theme is magically delicious in this Harry Potter FunkoVerse game. I’m a massive Harry Potter fan (I even won tickets to a Utah Jazz game for having the best costume opening night for one of the movies), and I love seeing the familiar spells, nose-less bad guy, and familiar locations on the double-sided board.
The gameplay can fit the theme well, assuming you’re going for knockouts and whatnot, but even when you’re playing the various scenarios (that may not fit exactly with the theme), having those larger-than-life characters tromping around on the board is fun to experience. The abilities and special actions of the characters also add to the theme.
Honestly, the theme is well represented in the Harry Potter FunkoVerse game. And I am glad.
The art stays true to the Harry Potter theme, but in its delightful Funko way—soulless eyes, too-large heads, and cartoony features. The boards look good and have distinguished walls, marked by thick outlines (not top hats and pocket watches) so there is no confusion where one starts or stops. And that’s a helpful design choice.
These are the things that make the game so awesome (for me, anyway):
- Harry Potter!
- Harry Potter figures!
- Easy entry-level strategy game…
- …that has appeal to a wide range of gamers
- Various scenarios
- Ability to crossover with different sets/characters
Things to Consider
The character figures are large, which is awesome. But sometimes, they struggle to stand next to each other without bonking heads. This is a minor concern, as they do fit. But sometimes you have to turn them a bit.
When a character is knocked down, you literally knock down the character. This has them on their back on the board, taking up a few additional spaces. We haven’t had an issue yet in which the knocked down character ended up blocking traffic or was so surrounded they couldn’t physically fall down. Personally, I find it amusing, but I could see a few problems in some edge cases.
Luck. There is a good amount of luck. Which is fine…unless you’re me and can’t roll worth beans haha But really, rolling dice for challenges can be fine, but it can also lead to a lot of non-successes, due to an excessive amount of good or bad rolls. I wish there were ways to mitigate luck and to manipulate dice. One of the items included is the Felix Felicis potion that allows you to set one of your dice to a certain side, but that’s the only mitigation I’ve seen. Don’t get me wrong, I love dice in combat, but I’ve been burned too many times without the ability to mitigate some of that. I’m no Matrim Cauthon, that’s for sure.
Would the game work just as well without the cool figures?
Yes. And no. It’s complicated. Sort of.
The game itself would work and play well, even without the included figures. That point is evidenced with the cardboard tokens of the Auror and Death Eater. But, it’s not the same without those wonderful characters crowding the board.
FunkoVerse: Harry Potter (100) is a fun game. Its complexity is fairly low, but there’s still a good amount of strategy and gameplay that makes it fun for multiple types of gamers. You’ll probably find me playing this annually on July 31 (for HP’s birthday, of course), as well as other times when I want to mess around in this universe.
It’s light, it’s fun, and it’s certainly a good family game. I’m already anxious for my boys to grow up a bit more so they can play it with me, as I know they’re gonna love it.
As Albus Dumblydoor once said, “It takes a great deal of bravery to stand up to our enemies, but just as much to stand up to our friends.” In FunkoVerse: Harry Potter, you get to do both. Brew up a courage potion and control your favorite witches and wizards!
What gets you excited about this Harry Potter FunkoVerse game?
About the Author
Benjamin hails from Canada but now lives in Kentucky with his wife and kids. He’s a certified copyeditor through UC San Diego’s Copyediting Extension program. He’s a freelance writer and editor, covering everything from board game rule books to novels. An avid writer of science fiction and fantasy, it comes as no surprise that his favorite board games are those with rich, engaging themes. When he’s not writing or playing games, Benjamin loves to play ultimate Frisbee, watch and play rugby, and read the most epic fantasy books available. Follow him on Twitter @BenjaminKocher and Instagram @Benjamin_Kocher. You can also read his board game inspired fiction (among other things) at BoardGameImmersion.com.
$44,255 / $554
A highly detailed 28-mm-scale 3d-printable spaceship, crew miniatures and print planning tools for your home 3D printer
Ends in 9 daysSee Kickstarter
$8,154,139 / $1,000,000
A revolutionary table that evolves over a lifetime. Innovative, yet affordable, with magnetic accessories. Crafted without compromise.
Ends in 15 daysSee Kickstarter
$115,206 / $20,000
Ends in 20 daysSee Kickstarter
$214,378 / $30,000
A dark and immersive experience awaits you and your group of explorers. Travel the unknown, face cosmic horrors and fight for survival!
Ends in 20 daysSee Kickstarter
$468,397 / $50,000
Two new expansions for the renowned Planet Apocalypse boardgame PLUS a sourcebook to bring the Apocalypse to your D&D 5e campaign
Ends in 10 daysSee Kickstarter