Time Fenix Game Review (Prepublished Version)

Please Note: This is a review of a demo/prototype game. The game is being reviewed based on the provided components and rules, with the understanding that “what you see is not what you might get” when the game is published. If you like what you read and want to learn more, we encourage you to visit the game publisher’s website or the Kickstarter campaign page.


The Basics:

  • For ages 14 and up
  • For 1 player
  • Variable game length play

Geek Skills:

  • Active Listening & Communication
  • Counting & Math
  • Logical & Critical Decision Making
  • Reading & Writing
  • Strategy & Tactics
  • Risk vs. Reward
  • Visuospatial Skills
  • Hand/Resource Management

Learning Curve:

  • Child – Easy
  • Adult – Easy

Theme & Narrative:

  • Solve puzzles and traverse mazes in search of an entity bent on destroying existence

Endorsements:

  • Child Geek approved!
  • Parent Geek approved!
  • Gamer Geek approved!

Overview

The great Stoic philosopher Lucius Annaeus Seneca the Younger said, “A gem cannot be polished without friction, nor a man perfected without trials.” In this game, players will test their strategic and tactical thinking, learn from their mistakes, and rejoice in even the most minor victories. As they navigate maze after maze to find its center and a terrible enemy, they must learn how to manage their resources and, more importantly, their expectations. Risk it all and dive deeper into an abandoned underground facility in one last desperate chance to save all existence.

Time Fenix, designed by Michael and Olga Rimer and to be published by Caravel Games, will reportedly be comprised of one Player board, 20 Campaign sheets, eight Area sheets, 43 Focus cards, 19 Manfiestation cards, one Reference card, 36 Key tokens, ten State Marker cubes, 13 Material cubes, 20 Inventory tokens, six dry-erase markers, and one Storybook. As this is a review of a prepublished game, we cannot comment on the game component quality. What we were provided, even if just a promo, suggests a game of very high quality with detailed components, outstanding artwork, and easy setup.

Preparing for Your Journey

Time Fenix is played in “runs,” which is a thematic way of saying “sessions.” In the base game, there will reportedly be 16 runs, each detailed on one of the eight Area sheets. The game comes with a Storybook that holds the player’s hand for the first two runs, providing not only a useful tutorial, but a story to read that helps establish the game’s lore and deeper narrative. The runs are maps of the vast underground compound that the hero (and player) of the game will be traversing. These are intended to be marked with the dry-erase markers. But we’ll get to that in a moment.

To set up a game, follow these steps.

First, remove the Player board, an unused Campaign sheet (or one in use and not yet completed), and the Area sheet to be used during the game session. Players will start with “Area 1.”

Second, take the Focus deck and any cards acquired during the campaign. If playing your first game, you’ll separate six “Yellow Key” Focus cards.

Third, next to the Area sheet, place the dry-erase markers. The Character sheet is paper. You’ll need a writing tool of some sort. I suggest using a pencil when first learning how to play the game so you can erase any incorrect marks made during gameplay. Or be all cocky about it and bring forth your most trusty permant marker.

Fourth, the Player board manages the player’s hero stats during gameplay, using the cubes to indicate values. Set the Player board by placing the cubes in the proper spots based on the hero’s progress so far.

Fifth, all remaining game pieces can remain in the box until called for.

That completes the game setup in general. The differences will depend on the progress you have made in the game and what was unlocked on previous maze levels.

Maze Running

As noted, Time Fenix is played in “runs.” There is no set amount of time per run, but we averaged about 20 minutes. Regardless of the Area sheet and the hero’s progress, all games follow the same method of gameplay, with variations introduced per Area sheet that subtly change the rules and add complexity. Again, do read the Storybook, even if you don’t particularly care for the storytelling. The Storybook introduces new rules that the player must use to correctly play the game. Reading the story is, of course, optional, but it does provide the player with some hints on what to expect and how to approach the mazes.

The Campaign sheet becomes the player’s constant companion during the game, recording progress and indicating what Area sheets can no longer be used again during the current campaign or are not yet available to the player to explore. The Campaign sheet also allows the player to record the hero’s attribute changes, stat boosts, unlockable abilities, and the overall score.

The Player board, in turn, will reflect the hero’s current stats and other vital qualities, which are set first based on the current Campaign sheet’s recorded history of the hero’s progress. By default, the players will always use the Hit Point (life), Attack (offensive), Defense (defensive), and Focus Draw (number of Focus cards that are drawn and Focus actions) stats on the Player board, which are tracked by cubes.

The objective of every run is to navigate the map to acquire Crystals. The players enter the Area at the indicated starting position. Each Area sheet will identify any special rules, options, and Focus card rules. If it is not immediately apparent, the deeper you delve, the more challenging the mazes become. Not only introducing more monsters and traps, but also more rooms to explore. At its core, Time Fenix is a resource management game that challenges the player to navigate the maze as quickly and efficiently as possible. However, simply shortcutting to the end is not desirable, as each Area also includes locations for boosts and improvements. A player must strategically and tactically move through the mazes not only for survival in the most immediate Area, but to prepare for the Areas to come.

Map Navigation 101

If the Player board and the Campaign sheet record the player’s progress, the Area sheet is where progress is made. The dry-erase marker is used on the Area sheet to mark off and indicate overall progress through the maze, identify items picked up during the run, keys, power-ups, and other necessary map updates to record progress.

And yes, as you have probably guessed, each Area is more complex than the previous Area. Shown here are the starting”Area 1″ and later “Area 7”, which are halfway through the game. Note the sheer number of additional rooms and maze size, only seven levels down.

Players obtain items when they reach them on the map. This is done by ensuring there is nothing obstructing the path from the maze’s starting point to the current location on the map where the item is located. Items can include power-ups, keys, boosts, various equipment (like bombs and laser drills), and the all-important Hit Points.

Players will encounter doors that must be unlocked using the keys they have collected. They will also encounter Manifestations, which are the “monsters of the maze.” The Manifestations the hero will encounter in the game are noted on the Area sheet. Each has its card that provides an insightful visual into what the player will need to overcome to help their hero survive. Combat, such as it is, in the game doesn’t require the player to roll dice, but to do some very quick comparison in a table to determine how much damage their hero takes if they are to remove (that is, “kill”) the Manifestation from the map and clear the path. If the hero’s Hit Points are ever reduced below one, the hero must Escape. Otherwise, the way is clear and the maze continues to be explored.

Efficiency is the name of the game in almost all cases, and one of the resources the player must leverage wisely is their Focus cards, but these can only be played between actions. To do so, simply play the card, record the boost it provides, and discard it.

As the game progresses, the player will be able to visit Replicators located in the mazes. These nodes allow the player to “cash in” collected materials to acquire new items. The exchange rate for the Replicators is noted on the Area sheet.

In addition to acquiring new items, the player’s hero will learn new and special actions. By default, the player has access to the special action named “Focus,” which allows the player to play cards. By collecting Crystals, the player can unlock special actions, but such incredible power is limited based on the Area sheet’s noted Focus Sequence.

Escaping Death

If at any time the hero has less than one Hit Point, they are forced to retreat. Death is cheated, but at a cost. It is also possible, through poor maze navigation, to be forced to escape, leaving the maze regardless of how you feel about it. Irrespective of the reason for the exit, it is marked by the player as a failed attempt. The goodness is that this negative experience provides the player with a benefit the next time they attempt to traverse the same maze, making it a bit easier. The player must restart the Area, but with a small bonus and the previous experience to assist them going forward.

Completing an Area and Winning the Game

After an Area is cleared, the player may elect to proceed to the next Area or pause and return to the game at a later time. Since everything is recorded on the Campaign sheet, the game can be easily packed away and set up again on the table with all the necessary updates, boosts, unlocks, and progress made so far. It is also just as easy to start a new campaign by starting a new Campaign sheet.

After the player has completed enough Areas and dives deep into the mazes, they will eventually need to go face-to-face with the boss monster known as the “Mechlord.” At this point, the player has guided their hero through some challenging mazes and should have everything they need to attempt the final battle. But success is by no means certain. If they do manage to take down the Mechlord, the game has been won! The player could simply congratulate themselves or add up the various points earned and compare their total to a scale that suggests how well they did.

Want to try again? No problem! Reset the game with a new Campaign sheet, and you are off to dive into the twists and turns again, hopefully a bit wiser.

To learn more about Time Fenix, visit the game publisher’s website or the Kickstarter campaign page.

Final Word

The Child Geeks had a great time with this game, playing it as a group rather than sitting down alone with the game itself. This always proves to be an enjoyable event to observe as the Child Geeks argue and cheer among themselves. At all times, the Child Geeks demonstrated easy understanding of how the game was played, thanks in large part to the Storybook that teaches as the game is played in real-time. They never made it past the fourth maze, but nor did they seem to care that their progress was always stopped short. According to one Child Geek, “This game reminds me a lot of the older video games, and I like how you have to explore and unlock doors to get where you want to go. The game is hard, but I love playing it with my friends.” Another Child Geek reported, “The game is so cool! You can see everything you can do just by looking at the map, but you have to be able to get there by exploring everything. I liked it!” When the maze was completed, the Child Geeks took a vote and all agreed that Time Fenix was a great time.

The Parent Geeks, who usually do not enjoy solo games, did not find themselves particularly interested in attempting to navigate the mazes independently. They much preferred playing the game with a friend or even their kids if they were available. Like the Child Geeks, the Parent Geeks used the Storybook to quickly learn how to play the game and become invested in the hero’s journey. As one Parent Geek put it, “It’s a game that has an interesting story, a bit corny, but one that kept me interested. It felt like I was playing a puzzle book, and that kept me hooked!” Another Parent Geek said, “An interesting and engaging game. I liked how you could either do one maze or several in a row, depending on the time and interest. Everything just worked and worked well. I look forward to playing this again!” When the last Crystal was captured, the Parent Geeks took a vote and all agreed that Time Fenix captured their imagination and respect.

The Gamer Geeks are a funny lot when it comes to solo games. Gamer Geeks either like them or hate them. There is no in between. I invited those Gamer Geeks who have made it a point to tell me how much they dislike solo games to give this a pass. But before you say anything to suggest that I was “stacking the deck” in the game’s favor, reflect on just how very critical the solo-Gamer Geeks are as a group. These gamers are brutal and are some of the most competitive I have ever seen, which is also really funny because they tend to be highly competitive with only themselves. Needless to say, I didn’t do the game any favors by inviting the most critical of Gamer Geeks to the table to test this game’s value. After several maze runs, one Gamer Geek said, “I can honestly say I don’t know if I like it or am annoyed by it. Either way, I find myself unable to stop playing it. It feels like it should be so easy, and it tricks you into thinking you have figured it out, only to put you into an even deeper and more dangerous maze to explore. I wasn’t about to let this game beat me, but I will also say I’ve visited Area 11 more times than I care to admit.” Another Gamer Geek said, “As solo games go, this is a good one. I like how easy it is to record your progress, keep track of your stats, and the ability to focus at a macro and micro level. A well-designed solo adventure that I highly approve of.” When the solo-Gamer Geeks came back together, they all agreed that Time Fenix was worth their time and praise.

Here’s the truth of it: solo games are hard to review. This is because a game designed to be played by one person either quickly resonates with the player or just as quickly turns them off to the game for all eternity. This is especially true if the game requires the player to perform a significant amount of work. Time Fenix is one of those games that demands a lot from its players. You must continuously put energy into the administrative portion of the game, which isn’t particularly enjoyable. However, because it is so easy and the way the Campaign sheets are designed to show the player they are making progress, you get this small dopamine hit each time you fill in a box or cross off a restriction on the map. In short, the game rewards your progress and attention by giving the player a tangible means to feel good about it. As a consequence, the players keep coming back for more, which they did. Repeatedly.

My own experience with solo games is wrought with trials and tribulations. Especially when the game doesn’t ramp up its difficulty at the right level, or when outcomes are driven by dice rolls or pure luck. None of that is found here. Time Fenix operates as a machine that the players build onto. If you fail, it’s because you, as the player, didn’t prepare. If you succeed, it’s because you did. Smart plays, strategic thinking, and tactical action pay off, and the game immediately rewards you for doing well and teaches you a hard lesson when you don’t. At no time did I ever feel out of control or pushed, but I often felt bad about making poor choices or rushing my thinking.

And therein lies the real charm of this game: you feel invested. Your choices determine your outcomes. You are in control and stand to claim all the fame and own every fumble. The game teaches and guides, but doesn’t hold your hand. It wants you to fly, but stops well short of simply pushing you out of the proverbial nest. Each maze is a lesson to be learned and reinforces what the player learned from previous mazes. It is truly a pleasing experience.

Please give Time Fenix a try at your next and most convenient opportunity. I think you’ll find it to be worth every second.

This game was given to Father Geek as a review copy. Father Geek was not paid, bribed, wined, dined, or threatened in vain hopes of influencing this review. Such is the statuesque and legendary integrity of Father Geek.


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About Cyrus

Editor in Chief, Owner/Operator, Board Game Fanatic, Father of Three, and Nice Guy, Cyrus has always enjoyed board, card, miniature, role playing, and video games, but didn't get back into the hobby seriously until early 2000. Once he did, however, he was hooked. He now plays board games with anyone and everyone he can, but enjoys playing with his children the most. Video games continue to be of real interest, but not as much as dice and little miniatures. As he carefully navigates the ins and outs of parenting, he does his very best to bestow what wisdom he has and help nurture his children's young minds. It is his hope and ambition to raise three strong, honorable men who will one day go on to do great things and buy their Mom and Dad a lobster dinner. Cyrus goes by the handle fathergeek on Board Game Geek. You can also check him out on CyrusKirby.com. Yes, he has a URL that is his name. His ego knows no bounds, apparently....

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