|Game: Flipped Fantasy||Age: 12+|
|Publisher: Atomic Dragon Games||Players: 2- 6|
|Time: 25 (2 players) – 40 minutes (3+ players)||replayability: 5.5/10|
I must admit my admiration for interactive board games resembles that of a mid 30’s housewife in 1988 as she pins the needle on the record of “Slow Starter” by none other, Randy Hall. A fire lights inside my heart as I (typically) throw dice, tell lies, or charade card instructions (these are examples of interactive board gaming). I love being able to get up and move around, shake things up, and get the crowd going (usually I’m my own hype man). Today, I experience yet another very interactive card game called Flipped Fantasy. Flipped Fantasy involves flipping tokens to collect sets. These sets translate into the construction of your own fantasy world. By collecting eight token sets including: Dwarf, Elf, Orc, Lands, Treasures, Weapons, White Wizards, and Dark Lords, you will have achieved your goal as an elemental force populating the world of your fashion.
You begin by separating and flipping all the tokens to begin your “fantasy world’s structure”. Give each player 3 magic crystals (which allow for re rolls or preventing a roll you’d rather not take). Now, it’s unclear if you begin with any cards so we did not. We instead took turns drawing cards and either: keeping them if they aren’t flip token cards (for later use, typically, for the competitive edge) and playing them instantly if they are. Cards that are not flip token cards will have you either add rolls to your opponent or let you ignore the former statement. Each flip token card shows disc token colors which indicate which tokens you’ll be flipping on your turn. For example, if you pull a flip token card that shows a red disc and a blue disc, you’ll be flipping one of the red discs and one of the blue discs. You will then match up those two “activated” discs with the rest of the unflipped discs to make sets. Those sets will be marked off on your World map card. When you’ve marked off every set on your World map card–you win.
It did take us a bit of time to get down the idea of the game. The rules didn’t necessarily clarify if we only count tokens we flip on that tun to mark off
the world map or if we count all the tokens in play for the world map; but deciding on the latter provided the game a fluid game play. It was an interesting type of competition. This game has you constantly assume the next turns, knowing which tokens you’ll need to be flipping eventually in order to construct your current move. For example: My flip card has a green and black token on it. I’ll begin by working on my green flip. If the Fantasy World has 1 green elf token, 1 green sword token, and 1 green mountain token, and I need 3 green elf tokens to complete that section of my map, then I know that I need to roll the sword token or the mountain token this turn and roll the other one on the following turn. Now, I’ll move on to the black tokens, which are a bit interesting. I’m not sure how I feel about the black tokens because when they are on the flip card, they will always harm you (unless you roll 3 hat tokens). They can remove tokens from your map or discard magic crystals, yet, you need them to complete the parts of the map. I’m not saying it’s a bad thing–it just rubs me wrong.
In the end, I enjoy the interaction the game had with flipping tokens, and felt their take on set collecting was solid (for the most part) and did it’s part. I do find the rules are a bit daunting and could easily be tossed aside for another game. The game itself is not bad–But, I’m sure it says a lot when I say that we both ended up working together to help complete the world map rather than try to push the opponent off course. Was it because we wanted to finish the game up? Was it because we found the games luck mechanic too random? Or was it because we didn’t understand the game?