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The team at Runaway Parade Games has taken their hit game Fire Tower and created an expansion with more fire spreading and fire fighting components. They incorporated Firehawks into the game, added new cards, added events, as well as expanded the Shadow in the Wood card. Click here to see the preview of the base game Fire Tower.

Expansion Components

  • 27 Core Expansion Cards (these include a hawk symbol in the bottom right corner to distinguish them)
  • 18 Fire Hawks
  • 1 Shadow Power Card
  • 1 Shadow Die
  • 4 Heavy Wind Cards
  • 4 Lookout Cards
  • 3 New Event Cards
  • 4 Lightning Meeples


The basic gameplay follows most of the original rules with the following changes in the expansion;

  • The starting hand size increases from five to six cards
  • New cards included: Rolling firebrand, A Crown fire, Creeping fires, Helitack’s, Backburns, Northwest, Southwest, Northeast, Southeast
  • Firehawks and special Firehawk cards
  • New events
  • New abilities
  • Expanded The Shadow in the Wood role in games with three or four players
  • Solo mode


Based on the Australian birds, the real life birds carry burning branches to areas not burned trying to flush out prey. In the game, Fire hawks start in a vacant space in the players quadrant of the board. If a fire gem lands on the same spaces of a Firehawk, that Firehawk is activated. The player of the activated Firehawk immediately moves the fire gem to any vacant space on the board adjacent to a pre existing fire gem.

New Cards

The new cards add a few new ways to spread the fire, and a few new ways to put out the fire. What is so intriguing about the base game a fire tower as well as the expansion is that all the terminology is authentic firefighting terminology. The new cards include:

  • Rolling Firebrand is a rolling flaming log, and it allows the player to move any two orthogonality adjacent fire gems two spaces horizontally or vertically.
  • A Crown Fire is what occurs when the fire spreads across the treetops. With this card players can place two fire gems orthogonality adjacent to a fire gem on the board. This card has one special feature and if you have two of these cards you can play both and place up to four cards.
  • Creeping Fires a caused by bits of burning plant matter that spreads the fire to the surrounding trees. To play this card the players can add three gems to anyplace on the board that is adjacent to existing gems and are not orthogonality adjacent to each other.
  • Helitack’s use helicopters to transport in supplies or crews in to support fire fighting efforts. This card allows you to remove two adjacent gems and one other gem that can also be adjacent or separate.
  • Backburns is the strategy of intentionally burning an area in controlled manner to consume the fuel. Playing this card allows players to remove one fire gem and replace it with a firebreak token.
  • Northwest, Northeast, Southwest, Southeast wind cards allows the players to either change the wind direction in either cardinal direction, roll for a new wind direction, or place one gem in the direction on the card.

The Shadow

The Shadow of the Wood represents the vengeful spirits of eliminated towers. In the base game the Shadow exists as a single card and has a single time effect. In the expansion, the role of the shadow is expanded and re-imagined. Players can choose to add in The Shadow in a game with three or more players. Any eliminated player immediately becomes the shadow. The Shadow wins the game if all the towers in the forest are burned before the start of the next active towers turn. This feature removes the player elimination element from the game. Once a players tower burns their role merely shifts.

To add to the mayhem, the actions taken by the Shadow have a random element. On their turn the the player rolls a 6 sided die, and performing the action corresponding with that number on the Shadow Power card. Some of the actions the Shadow may take include: Activating a firehawk, place a fire gem, draw three cards and play two. The most interesting option provided a push your luck element. The Shadow players can roll as many times as they want. If the roll is under 5 the Shadow gains a fire gem, and can continue adding gems as long as their rolls are one through four. The player can stop rolling and place the accumulated gems at any time. However, if the player rolls a five or six before they stop, all the gems get discarded.

Ability Cards

Rising Flames adds two new abilities, and like the bucket card in the original game, these abilities have two sides to them. One is the Heavy Wind/ Light Breeze. This card allows the player the one time use of Heavy Wind where they can play as many wind cards as they want, and add fire gems as noted at the bottom of the card. The card is then flipped over and the player has the Light breeze ability for the rest of the game. The light breeze allows the player to play one additional; wind card on their turn and place a fire gem in that wind direction.

The other ability card is Look Out. This one time ability allows the player to draw three cards, play one of them and discard the other two. After using the Look Out ability, players flip the card and gain the Patrol ability. Patrol allows the player to discard on card from your hand without taking that action. Then draw two cards from the deck, play one and keep the other in hand.

Event Cards

Just as in the original game, new event cards go into effect as soon as they are drawn. Also, players have the flexibility to incorporated as many or few events as players want. This flexibility allows players to make the game more challenging.

The new events include:

  • Dry Storm, which is a weather event with lightning but no rain. At the beginning of the game four lightning bolts are placed on the board. These lightning bolts moved around over the course of the gameplay as fire moves into their spaces. Once the Dry Storm card comes up, the player rolls the wind die and adds fire gems in that direction off of each lightning bolt. The lightning strike four times, so this process is repeated three more times!
  • Kettle Flight has the group of Firehaws, move about the board. A group of firehawks is known as a Kettle . Each player in turn order starting with the players that drew the card, can active or add two firehawks, depending on the number of players. Players can also rearainge their firehawks.
  • Mobilization has the player who draws the card then draw one more card than the number of player. They then pick and play one card, and passes the cards to the next player who picks an plays a card. Each player picks a card from these drawn card, and the one extra is discarded.

Family Game Assessment

The base game of Fire Tower is a wonderful family game. Rising Flames add rich gameplay and enhances the game experience. Both the base and the expansion list the age as 14 and up, but it is a great game for much younger players. The prerequisite for accessibility of this game is reading ability, once a player can proficiently read the different cards then they can play the game. The readability needed is typically approachable by children about age seven or eight. A precocious reader who is experience in board games and strategy could be even younger and successfully play. I played with my whole family and my youngest just turned eight, and he needed little help with reading the cards, but still was able to play with little support.

What makes they perfect for the family is there are so many ways to pick and choose different elements in the game to make it easier or harder. Players can pick and choose the event cards they include in the game. For younger players, they can skip the events altogether.

The other element that adds a huge family friendly component is the Shadow in the Woods. This removes the player elimination from the game. With children, it can be very frustrating when their tower burns and they is only a chance the will get to effect the game again. With the expanded Shadow roll now there is no elimination, only a change in roll. This makes the game a better fit for more families.

One final feature that is noteworthy is the firehawk meeples. Fire Tower has a beautiful board that looks more amazing as it fills with fire gems. The fire hawk meeple adds another amazing visual effect to the board.


If you have a copy of Fire Tower it is a must to get the expansion Rising Flames. If you have not played Fire Tower it is a great addition to your game collection, and Rising Flames adds such wonderful new elements, and it is a must buy! For more information you can click here to sign up for the mailing list or get more information.

FCC disclosure: a preview copy of Rising Flame was provided for review.

What do you think? Sound off in the comments and let us know your thoughts!

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Days of Wonder has announced Small World of Warcraft a collaboration with Blizzard Entertainment that combines their much beloved board game Small World with World of Warcraft, It will be released this summer for $59.99. 

“A new day dawns on Azeroth. A day like every one before it, and every one after. A day of merciless struggle for the control of the World of Warcraft. Not only is this Small World territory far too tight for everyone, it also hosts the never-ending conflict between the factions of the Alliance and the Horde. Dawn has broken and the time has come to take your place on the front lines.”

Small World is a game all about controlling wildly different races with fantastic powers as they establish control of regions on a game board only to eventually “decline” forcing the player to choose another one. World of Warcraft is a perfect license to pair with it because one of the highlights of WoW is the ever shifting balance between the Alliance and the Horde. 

This isn’t just intended to be a hack-job reskin either. The designer (Philippe Keyaerts) has also included elements like artifacts and legendary items to the game to help mix things up. They are even adding a team-based mode to spice things up.  I simply cannot wait for this game to hit North America this Summer. 

The Trailer

The Game Contents

  • nm6 double-sided boards
  • 16 Warcraft Race banners
  • 182 Matching Race tokens and 15 Murloc tokens
  • 20 Unique Special Power badges
  • 5 Player Summary Sheets
  • 12 Artifact and Legendary place markers
  • 10 Mountains
  • 9 Wisp Walls
  • 4 Harmony tokens
  • 12 Bombs
  • 1 Champion
  • 10 Forts
  • 2 Military Objectives
  • 5 Beasts
  • 6 Watch Towers
  • 110 Victory coins
  • 1 Custom Reinforcement die
  • 1 Game turn track
  • 1 Game turn marker
  • 1 Rulebook
  • 1 Team Variant Rules sheet

What do you think? Sound off in the comments and let us know your thoughts!

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Weird Giraffe Games has another unique game coming to Kickstarter. Tumble Town takes several gaming elements and mixes it with an old west theme. What you get looks like tons of fun!

Can you give us a “Tale of the Tape” for your game?The title, genre, playtime, age ranges, etc.

Tumble Town is a town and engine building spatial puzzle game for 1-4 players that plays in about 45 minutes for ages 8+. Construct the best town in the West before all the building resources run out!

What is the elevator pitch?

Everyone knows Tumble Town deserves to be the best town in the West – so it needs a mayor to match! The Tumble Townspeople are hosting a competition to turn the town tootin’ and boomin’! It’s up to you to impress them with your construction and planning skills! Tumble Town has engine building, dice manipulation, set collection and a spatial puzzle, so there’s something for everyone all rolled up into 45 minutes of gameplay.

When is your Kickstarter going live?

February 25th

Where are you in production/development? How close are you to complete?

Pretty close! We are in the final planning stages for the Kickstarter.

Are there any other games that you think are comparable to your game? ]

Fantastic Factories has dice, engine building, and dice manipulation.

You’re a game designer. You could have made any game you wanted. Why did you make THIS game?

Tumble Town shows that there’s beauty and color in the Old West, where you might not expect that. It’s also a really interesting decision on what kind of town you’re going to construct, whether you’ll choose a building for the power it grants, because it’s made of materials you have, or because you get extra points for constructed buildings with icons or special features that that building has. There’s a lot of choice, but it’s also really accessible to lots of player types. Maybe most of all, you get to build your own town, which is always a great thing and it’s super photogenic.

What was your design process like?

There was a lot to it! There was a lot of trial and error to get a game that was as intuitive as I wanted it to be. We definitely had to streamline and simplify a number of aspects, but I think it’s for the best as it means that players can simply look at the cards, know what they do, and how to build the buildings shown.

What is the number one reason why a family MUST purchase this game?

There’s no other games that combine such a variety of mechanics and choices into such a great package where you feel this satisfied by the creation you made at the end. Every time I play it with new players, they almost always take pictures of their town, that’s how proud of it that they are.

How long has this game been in development?

Almost two years

What obstacles did you encounter making this game?

The end game was a particularly large obstacle that took several iterations to get correct.

What did your first prototype look like?

It was a lot more brown than the current game, but it wasn’t as far off as a lot of games I’ve worked on. The game has always been called some version of Tumble Town, with players constructing buildings out of dice.

Why did you get into making games?

To satisfy my creativity while making people happy!

What other information do you want us to know about you, your company, and/or your game?

Weird Giraffe Games is dedicated to creating engaging games focused on player choices & layered with strategy. We make games that are different and just a little bit weird, but that’s okay, as we’re all a little bit weird sometimes.

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Sushi and dice are a winning combination you will not find on any menu. Sushi Roll takes the popular game Sushi Go and instead of card drafting players draft dice. The game is for ages eight and up and can play two to five players. Like it predecessor it is easy to learn and quick to play.


  • 40 scoring tokens
  • 30 dice
  • 20 pudding tokens
  • 18 menu tokens
  • 12 chopsticks tokens
  • 5 conveyor belts
  • 5 trays
  • 1 dice bag


Set up

To begin, each player takes a tray and places it in front of them. Next, player put the chopstick and the menu tokens in the center of play area. Each player takes two chopstick and three menu tokens to begin the game. The dice are all put in the dice bag and it shaken to mix. The conveyor belts are shuffled, including the one with the red border. Each player receives a conveyor belt. Players draw dice from the bag, the number of dice per player depends on the number of players.


At the start of a round, all players take the dice they drew from the bag, roll their dice, and place them on their conveyor belt without changing them. Next, beginning with the player who has the conveyor belt with the red boarder, player have the option to use a menu token and/or a chopsticks token. The menu token allows a player to re-roll any of their dice, but they must keep the result of the roll. With chopsticks tokens players may switch one of the dice on their conveyor belt with a die on another player’s conveyor belt. The face of the die does not change. These actions may be done multiple times provided the player has the tokens to spend.

Next, the player then selects one die from their conveyor belt and without changing its face places it on their tray. Scoring occurs at the end of the round. If a player takes a Pudding , Menus, or Chopsticks dice they immediately take a token or tokens equal to the number of icons on that face of the die. Players who have a wasabi die and select a nigiri place the nigiri on top of the wasabi, since together they triple in value.

Once all players have selected their die, they simultaneously side their conveyor belts to the left. Each player re-rolls the dice in their conveyor belt and returns the dice to the belt. Players repeat the section steps, and again slide the conveyor belts once everyone has selected. The process repeats until all dice have been selected. That ends the round and players score the dice on their tray. Players take scoring tokens to track their score so far.

To begin a new round all the dice player return the dice to the bag, shaken, and redrawn by each player. Players complete three rounds and calculate final scores at the conclusion of the game. At the end of the game, players count and scored
pudding tokens as well as any remaining chopsticks or menu tokens.

Family Game Assessment

Sushi Roll is a great game to learn the mechanic of drafting. The game has a very simple drafting mechanic using dice. In card drafting players need to remember what cards they saw as the hands were passed. With the dice, the information about available dice is open to all. This open information allowed for more coaching to new or younger players while learning the game.

The trays are well designed to support player and have the information they need to make strategic selections. By listing the different sushi, it allows players to see the values for each piece of sushi. The scoring tokens also allow players to keep track of their score without needing to write it down. This streamlining of information and score keeping also helps the game span generations and abilities.

The game box is a larger box to accommodate all the components, which makes the game less portable than it’s predecessor. It is a worthy trade off to get the additional components in exchange for portability. For anyone that has played Sushi Go, the differences can be picked up in just a few minutes. Those new to the game will find it is easy to pick up and quick to learn.

Final Thoughts

For families that know and love the game Sushi Go, or just enjoy dice and sushi, Sushi Roll is a must addition to any game collection.

What do you think? Sound off in the comments and let us know your thoughts!

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As a Storm Trooper you tremble at the sight of the Millennium Falcon. It bobs and weaves above your head as you try and dodge out of the way. In Loopin’ Chewie, You are trying to defend you are storm troopers from Chewbacca in the millennium Falcon. To defend your storm troopers you have a paddle to knock the Millennium Falcon away. Your goal is to be the last person to still have storm troopers in play. Loopin’ Chewie is a game by Hasbro that supports two to three players ages four and up.

Game Components

  • Millennium Falcon
  • Base unit
  • 3 paddle arms
  • 3 paddle units
  • 1 flight arm on center cone
  • 9 tokens (Storm Troopers)


To begin the Millennium Falcon starts pointing straight up to the ceiling on it’s swiveling arm. One player turns on the motor and releases the Millennium Falcon to spin around. Players use their pad to tap the Millennium Falcon up and over their storm troopers. However, players need to be careful not to use too much force which can shake their own storm troopers out of play.

Loopin’ Chewie has a player elimination style with a bit of a twist. Once all 3 storm troopers are knocked below a player is no longer eligible to win the game. They may however continued to play and try to knock the millennium Falcon into the storm troopers of their opponents. The last player with with Storm Troopers at the end wins the game.

Games are played very quickly with a simple reset. This lends the game to be played multiple times in a row.

Family Game Assessment

Loopin’ Chewie is quintessential family game. With it simple set up, simple gameplay, and fast play it encourages multiple plays in one setting. The format allows for multi age and multi generation play, by being so simple and requiring little skill or strategy.

The Star Wars theme is engaging across the ages too. It is not the most portable game, being a medium size box. However the pieces do disassemble easily to fit back in the box, which is convenient for storage. For a quick light game Loopin’ Chewie is a great game in a family collection.

Final Thoughts

For any young Star Wars fan Loopin’ Chewy is a great addition to a family game collection. It is a good quick game that takes moments to set up and play.

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  • Plan B Games
  • Age Rating: 8+ 
  • Players: 2-4
  • Timeframe: 30-45 minutes
  • MSRP: $39.99
  • Style: Abstract Strategy/Drafting

Introduced by the Moors, “azulejos” (originally white and blue ceramic tiles) were fully embraced by the Portuguese, when their King Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles.

– Plan B Game

Azul is an award winning game designed by Michael Kiesling that took the gaming world by storm in 2018.  This is an abstract strategy game where players compete as artisans hired to decorate the walls of the Royal Palace.  Players must plan ahead and carefully draft the correct quantity and style of tiles in order to achieve the highest score all while being careful not to create waste for the next round. 


  • Complete Rule Booklet
  • Linen Bag
  • 100 Multi-colored tiles 
  • 4 Player Boards
  • 9 Factory Display Boards
  • 4 Scoring Markers
  • 1 Starting Player Marker


Azul is played over a series of rounds, each round consisting of three steps.  During the round, players take turns drafting beautifully colored tiles from factory supply disks to their player board. Later in the round, players score points based on how they’ve placed their tiles on their player board to help decorate the palace walls. Extra points are scored for  completing specific patterns and completing sets. Any wasted supplies harm the player’s score. The player with the most points at the end of the game wins.

Setting Up The Game

Players start by laying Factory Display disks in the center of the table.  Colored tiles are placed in the linen draw bag, and the starting player places four randomly drawn tiles on each disk.  Each player gets a player board and score token.

Play in Rounds

Each round consists of three steps. 

First is the “Factory Offer” – Players may either choose one set of tiles from a Factory disk in the center of the table or tiles that are already in the center.  If a player chooses a disk, they take all the tiles of one color from the disk and discard the rest in the center of the circle. If a player takes from the center, they must take all tiles of a single color/pattern.  The first one to take from the center becomes the starting player on the next round. After the player selects their tiles, they must place them on ONE pattern line on their player board. Players may only place tiles of the same color/pattern on a single line.  Once that line is full, it is complete, and extra tiles go on the floor line (which count against your score). After a player has chosen and placed their tiles on their player board, it’s the next player’s turn. Play continues like this until all tiles have been claimed from the Factory disks and center of the table.

Next up is “Wall-Tiling” – During this phase, players move tiles from their completed (full) pattern lines to the wall area on their player board. Players perform this simultaneously.  Starting at the top of their pattern lines, players move one tile from each complete line to the corresponding tile on the wall in that row. Players score each tile immediately.  All of the remaining tiles from that pattern line are placed in the game box. Any tiles left in incomplete rows remain until the next round. The scoring portion of this step is where all of your strategy and pre-planning pays off (or not). 

Lastly, players Prepare for Next Round – This step is fairly obvious.  Players follow the instructions for refilling factory disks and prepare for the next round.  Play continues in rounds until all one player completes a horizontal row on their tile wall. Here are additional points to be earned at the end of the game based on pattern completion choices.

Is it a Family Game?

This game is designed for players eight and up and has very simple rules that are easy to explain and understand.  The game pieces are sturdy, pretty, and easy to manipulate (the tiles are a LOT like Starburst candies). There is no reading involved which makes it great for young players.  However, we found the seeming simplicity to be deceptive. The strategy and choices you make have a huge impact on your overall score and make the game much more complex. There are so many different ways to play which ensures the game does not get stale.  You can play specifically to obstruct your opponents, you can play casually and only worry about your own player board, or you can play the long game to score high via combos in the end. Younger players often miss these options and may get frustrated by low scores. 


This game is visually stunning, easy to set up and clean up, easy to understand, and is quite challenging.  The different choices and options accommodate differing playing styles and it is clear that the design of the game was well thought out.  While the game does have a theme, it does not carry through the game or effect gameplay. It is very similar to abstract strategy game along the lines of Indigo, Tak, Seikatsu, etc.  We do feel that there is plenty of replay value to this game and can clearly see why it won so many awards.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Empty Space is a set collection card game about exploring the vastness of space and, ultimately, landing a rocket on an exoplanet.

It is currently live on Kickstarter. The campaign is asking for less than $2,000 US. That is a very modest goal, and one that they should meet. This is a very cool game.

Empty Space doesn’t have a board. Instead, you deal out an array of cards from the deck in whatever shape you want. It is best to start with a 4 x 6 grid with 4 exoplanet cards on one side, but you (or your kids!) can get wild with it and create all kinds of cool shapes.

On their turn, each player has a choice to either research or explore.

  • Researching consists of drawing cards from a deck blindly or choosing from a pair of revealed cards (similarly to Ticket to Ride).
  • Exploring consists of attempting to move your probe or rocket onto and across the various cards that on the array you created at the beginning of the game.

You’re trying to do a number of things by choosing between those steps and you need to balance them carefully.

  • All of the cards in the array start face down, with the exception of a few that are chosen at the beginning of the game. Players discard non-matched pairs of cards to peek at the cards or flip them over.
  • Building a probe for exploration and a rocket to eventually fly to the exoplanet you discovered requires discarding sets of four matching colored cards.
  • You can “shape the universe” and block your opponent or help yourself by discarding three matched cards. This is, in my opinion, one of the hardest decisions you’ll make as a player. You really have to be careful messing with your opponents because it can bit you in the end by making your own path more complicated.

Our whole family enjoyed Empty Space for different reasons. My oldest enjoyed the map variety and has suggested a whole bunch of differently shaped arrays. My youngest likes the ease of exploration (and messing with her brothers by putting black holes in their path). I just like a simple game that all of us can play together without any real difficulty.

Our friends at the Stay at Home Gamersgot their hands on Empty Space as well! I was able to watch their family of four play the game on a live stream. Their experience confirmed my thoughts. Their kids loved the experience and were chattering the whole time.

I love how easy it is to modify the difficulty of Empty Space. We can make it a little easier when playing with the kids and increase the difficulty when playing with only adults.

Darcy – Stay at Home Gamers

I agree with Darcy on this one. One of Empty Space’s strengths is that is plays well among different age groups. Younger kids can play it together and enjoy it without much intervention from parents or older siblings. Families with mixed skill levels can enjoy it as well.

The campaign will be live on Kickstarter for a little while longer and is definitely worth a look. Head on over!

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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I’m known as one of the family gaming guys. So, naturally, I’m sent and shown a lot of games that purport to be family friendly and accessible to younger gamers.

A lot of the games we see attempt to take complex game types like dungeon crawlers, RPGs, dexterity games, etc and eschew some of the mechanics or components to simplify the experience. This approach works wonders because most kids love to play games and just need a few obstacles cleared out of their way in order to really enjoy themselves.

The Game!

Dungeon Drop achieves this simplicity in an elegant and clever way: it skips the entire concept of a game board.Look. I know what you’re saying. How, exactly, do they do that?

Honestly, the answer is so simple you are going to be embarrassed that you didn’t think of it on your own. (I know I am!) – They skip the board part entirely.

This is an animated gif illustrating the rules of the game.
This is literally the entire game.

The titular “Dungeon” in Dungeon Drop is created by dropping an assortment of colored cubes onto the play surface. Each colored cube represents a different object ranging from grey pillars (which help form the rooms) to orange keys, and green Boblins. (No. I didn’t spell that wrong.)

On their turn, each player sprinkles a few more cubes into the playing field to mix the dungeon up a bit, uses a player power based on their race or class, and “loots a room” by choosing three grey pillars in the play area and collecting all of the cubes inside the triangle that creates.

This simple gameplay loop can be taught in a few minutes and gameplay is fast. My first demo with a member of the Phase Shift Games staff took place between ordering our sandwiches at a restaurant and those sandwiches arriving. Experienced players will cruise through a game in ten minutes.

Don’t let that simplicity concern you though. The race/class combinations are enough to add variety to a game with a fixed board. The fact that the “board” changes every game based on how the cubes bounce is a bonus!

The Downside

Dungeon Drop was a fun game to play, but there is one unavoidable pitfall that you encounter when playing it with kids. Building the dungeon required dropping a bunch of tiny pieces onto the playing surface. One miscalculation when a younger player does the initial drop can lead to a HUGE dungeon, a big mess (as cubes go flying everywhere), and a challenging play experience without a yardstick.

The rules give you guidance on how to avoid it, but the risk is there regardless. I highly recommend that families add the additional house rule that oldest player at the table do the initial drop. (Trust me.)

The Bottom Line

Dungeon Drop’s asking price on Kickstarter is $16 (with a $22 deluxe edition). That’s a very good price when you take into account the amount of game in this tiny package. It’s definitely worth a look.

FCC Disclosure: A prototype copy of Dungeon Drop was provided for the purposes of this review.

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This week Stephen, Amanda, and Linda talk about New York Toy Fair 2019!

They talked about Amanda’s impressions of the show, Talisman: Kingdom Hearts, Hasbro, and all sorts of news from the show!

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Coder Mindz is the latest programming game from the maker of Coder Bunnyz, nine year old Samaira Mehta along with her brother Aadit.  In Coder Mindz, you are a programmer of a bot in the year 2045.  Players create code and train their robot to “identify” images and collect data, using tokens represent the images and date.

Game Components

  • Code Cards
    • Basic Code Cards
      • Move  Forward, Move Right, Move Left, Move Any, Move Any 2
      • Zap
    • Advanced Code Cards
      • Conditional
      • Loop
      • Function
  • Tokens
  • Game Board
  • 6 Sided die with numbers 1-3
  • 4 Wooden Bots


Levels of Play

Coder Mindz has multiple levels of play which increase in complexity as you move through the levels.  Each level adds additional coding skills and strategies.

  1. Training
    • 1.1 Basic
    • 1.2 Advanced
  2. Image Recognition
    • 2.1 Inference
    • 2.2 Adaptive Learning
  3. Autonomous
    • 3.1 Basic
    • 3.2 Advanced



Like its predecessor, Coder Mindz has you using cards to program the motion of your Bot to land of their end point. There are multiple variants which increase in difficulty as you gain skills in the game.  Zap cards are also incorporated in multiple variants.  Zap cards send an opponent back to their starting space.

To play

  1. Players start their turn by rolling a sisix-sidedie which has the numbers one, two, and three on it. Then they draw the number of cards indicated by their roll.
  2. The active player determines the order they wish to use their cards, discarding any that are unplayable. A player may also play a Zap card during their turn at any point their Bot in a position allowing the use of a Zap.  However, a Zap card may only be used once per player per game.
  3. The player moves their Bot based on their program cards.
  4. The first player to get to their end point wins. The remaining players can continue playing to determine the second, third and fourth place.

Levels of Play Variations

In the Training mode, players start by becoming familiar with the Code Cards and how they can plan bot movement with basic Code Cards.  Advanced Code Cards are introduced only one per turn in Advanced Training.

Image Recognition incorporates one image token which is split into two pieces.  Players place the two pieces strategically on the board.  Before the bot reaches their endpoint they need to collect both image pieces. Players can scale the level of difficulty by adding or omitting advance function cards as well as Zap cards.

Autonomous mode of play has players plan their whole code before moving their Bot. Players then execute the code they developed correctly.  Players place the image tokens on the board.  They take turns rolling the die to determine how many cards to draw each turn.  Once determining the next steps of their code the cards are placed face down, so the players have to remember where it would put them on the board. Once a player thinks they have “programmed” their bot to collect the image tokens and arrive at their endpoint they announce that their code is complete.  The player then flips their cards over an follows the code to move their Bot.  If the code is successful the player wins, if not they have a chance to debug their code, but can not win the game.

Family Game Assessment

Coder Mindz presents the concepts of coding in an accessible format for a young player, but it is also engaging for older players.  Having three modes of play with two levels of difficulty at each level makes the game easy to scale based on the age of the players as well as the experience they have with creating code.

I introduced Coder Mindz to two 6-year-olds at a family gathering, and both kids picked up the basic game within minutes.  They were so engaged and excited by the game they wanted to play again as soon as our robots got to their endpoints.

Of the coding games I have had the opportunity to play, Coder Mindz is the most streamlined and easy to learn.  The limited number of variants keep it from being overwhelming, and the components are easy to manage for younger players.

Educational Applications

This is a great tool for teaching code at any age.  The Bots are adorable and engaging for players of all ages.  The Autonomous Mode is challenging and demonstrates the accuracy and precision needed in writing code.


Coder Mindz is a great introduction to coding by using cards to program motion.  Of the coding games in my library this is my favorite.

FCC Disclosure: A copy of Coder Mindz was provided for review.

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