In Phoenix, you’re helping a small mythical bird come back to life. Not in a big over-the-top way, but slowly, feather by feather. I guess you could say you’re more of a caretaker than a hero here. You collect feather pieces and place them onto your phoenix, trying to rebuild it into something complete.
At the start, it looks a bit like a mess. By the end, it actually looks like a proper bird. That part is really satisfying. It’s a bit like finishing a puzzle, except this one doesn’t come with missing pieces… unless you mess it up yourself.
👥 2-4 players, ages 8+
⌛ Playing time: 20 minutes
📝 Designers: Alexandre Droit & Yannick Gobert
🎨 Artwork: Martin Maigret
🏢 Publisher: Lubee Edition (Review copy provided by Geronimo Games)

Gameplay Overview
The game is pretty straightforward. There are nests on the table, each with a mix of feather parts. Every nest has two lower and two upper pieces, and they get refilled every round. You can’t just place anything anywhere, though. A lower feather has to go down first before you can add the upper part, and once it’s placed, that’s it. No moving things around later. So yeah, mistakes stay with you. Your phoenix will remember.
Turn order is handled with ash tokens. Each one has a number, and you play from lowest to highest. On your turn, you pick a nest that doesn’t already have a token, place your token there, and take one feather. If you pick your own nest, your token flips to the higher-value side. That sounds good at first, but it usually means you’ll play later next round. If you go somewhere else, it stays low. So you’re constantly choosing between getting what you want now or setting yourself up for later.
At the end of the round, you take back the token from the nest above your phoenix. If there’s none there, you take one from the center instead. You don’t flip anything back, so whatever you did earlier still matters. Then everything refills and you go again. You play 8 rounds with 2 players, or 16 with 3 or 4 players.
Scoring is where things get a bit more strict. You’re trying to match colors, collect symbols, and build some symmetry, and not everything will score the way you hope. At the end, once everyone has completed their phoenix, you count points. Most points wins.


Artwork, Components, and Visual Design
This is probably the first thing people notice. The phoenixes look very cute, with big eyes and glowing centers, like they just woke up and are already judging your decisions. The colors are strong, mostly reds, yellows, blacks, and whites, with that warm, slightly glowing look that fits the theme well. Then the rainbow feathers come in and steal the show a bit.
The components feel nice in hand. The feather pieces are thick and have their own shapes, which makes placing them satisfying. It’s not just flat tiles, which I appreciate. The nests and tokens also stick to the theme, with a burned, ashy look. Everything fits together well, and it’s one of those games that just looks good on the table without needing any extra effort.

Our Experience
Phoenix is quick to set up and simple to explain. You don’t spend a lot of time getting it ready, and new players usually get it after one round. The visual part helps a lot. You can just point at your phoenix and say, “you’re building that,” and people get it right away.
Turns are fast, and there’s not much waiting around, even with four players. It moves along nicely, and it’s the kind of game you bring out when you don’t want to overthink things. Interaction is there, but it’s not very deep. You take feathers other people want, and sometimes you block a nest. That’s about it.
With two players, the game feels more controlled and easier to read. With three or four, it gets more unpredictable. Feathers disappear before you get them, and you end up adjusting more on the fly. For us, that made it more fun. A bit more back and forth, even if it’s less predictable.
At the same time, the game loop stays the same the whole time. Pick a nest, place a token, take a feather, refill. That’s it. If you like that, it works. If you’re looking for something that changes over time, this isn’t really that. And yeah, sometimes it feels like you’re just dealing with what’s there instead of making a real plan. I mean, you can plan… but the game doesn’t always care.

Our Thoughts
Phoenix is a nice, light game that looks great and plays smoothly. It’s easy to teach, quick to play, and it does what it sets out to do. For a casual or family game, that already goes a long way.
At the same time, it’s not doing anything very new. You’ve probably seen similar ideas before. Drafting, matching, a bit of turn order control. It all works, but it’s familiar. The turn order system is probably the most interesting part, with that constant choice between now and later.
The scoring can be a bit unforgiving, though. Getting zero points for a mismatched feather is… yeah, it stings. Especially when you didn’t really have a better option. You’re mostly thinking about your next move, not really planning far ahead. That’s fine in a short game like this, but it does mean it might not stick around forever.
In the end, Phoenix is a good-looking, easygoing game that works well when you just want something quick on the table. And let’s be honest, building a tiny fire bird is just fun. Even if yours ends up looking a bit… creatively assembled.
📝 We received a copy of the game from Geronimo Games.





