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Alien: Covenant (2017)
Alien: Covenant (2017)
2017 | Horror, Sci-Fi
Bigger isn't always better
Ridley Scott’s Alien prequel Prometheus wasn’t as warmly received as the veteran director had hoped for upon its release in 2012. In pitching the film for the coveted 12A market, Scott lost the majority of what made his 1979 masterpiece, rated 18, such an epic adventure.

So, five years on, Scott returns with a follow-up that aims to answer those irritating questions that Prometheus left us with. But is Alien: Covenant a return to form for the series? Or yet another damp squib?

Bound for a remote planet on the far side of the galaxy, crew members (Katherine Waterston, Billy Crudup, Danny McBride) of the colony ship Covenant discover a distress signal from what they believe to be an uncharted paradise. While there, they meet David (Michael Fassbender), the synthetic survivor of the doomed Prometheus expedition. However, this new mysterious world soon turns dangerous when a hostile alien life-form forces the crew into a deadly fight for survival.

In Covenant, Scott has tried to take the series back to its horror roots. This is a gory and at times difficult film to stomach, but it just isn’t scary. Despite gaining a 15 certification from the BBFC, Covenant feels like Prometheus on steroids – it’s certainly bigger and in many ways better than its predecessor, but it fails to move this ailing franchise in any new direction.

Naturally, character development takes a backseat here, as it does with many films in the genre, but Scott cleverly casts his characters as loving couples, which raises the emotion once the inevitable bloodshed starts to occur.

That cast is most definitely Covenant’s strongest suit. Prometheus had a distinctly unlikeable roster of characters that didn’t gel together. Here, the way they interact is believable and each of the couplings has a degree of chemistry that helps give their deaths some emotional heft.

Katherine Waterston channels Sigourney Weaver to some extent and makes a good leading lady and Danny McBride’s Tennessee is an excellent presence in an against-type performance from the comedian. However, Michael Fassbender’s portrayal of androids Walter and David is exceptional.

To look at, this is by far the best film in the series. Scott has crafted a detailed, haunting world that emits a damp, grey colour palate. The action is expertly shot, but this is to be expected from a director with decades in the industry. Even the Covenant ship itself feels more grounded in reality when compared to the technology of the Prometheus.

Unfortunately, once the remaining crew arrive ‘safely’ back onboard the Mother ship, things start to unravel rapidly. The film takes far too long to land on the uncharted planet meaning that the final act is rushed and this is a real shame considering the middle 45 minutes feature some of the best sequences in the entire series.

It is nice to see our favourite movie extra-terrestrial’s back in the confines of a spaceship, and the CGI used to bring them to life means they move with a fluidity like never before, but there just isn’t enough of it. It needs more Xenomorph.

Elsewhere, Jed Kurzel’s beautiful score lifts the film in its first half, becoming deeply unnerving and claustrophobic in its second. The change in tone is obvious and helps signify the optimism of the crew as they land, compared with the terror as those that remain leave the planet.

Overall, Alien: Covenant improves on Prometheus in the sense that it feels like a true Alien film, rather than a half-baked idea to cash in on the franchise. Unfortunately, a poor final act, a lack of new direction and yet another frustratingly open story means we still may not get the answers we so desperately want until the inevitable sequel arrives in a few years time.

https://moviemetropolis.net/2017/05/12/bigger-isnt-always-better-alien-covenant-review/
  
Coconuts
Coconuts
2013 | Action, Kids Game
I usually like to create some fanciful intro to my reviews to get you in the setting of the game and in the mood to be entertained and educated about the game in question. I have failed this time.

You’re a monkey trying to throw coconuts into cups.

This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!

This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).

Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.

Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.

Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…

There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.

https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/
  
5-Minute Marvel
5-Minute Marvel
2018 | Card Game, Fighting, Real-time
I’m a sucker for Marvel. Not necessarily the comic books, though the ones I have read have been pretty good. But I’m a sucker for Marvel games, movies, shows, gear, etc. I saw this on sale at my FLGS and had to have it. I finally was able to get it played on International Table Top Day 2019 and was happy with the result. It’s easy to understand, plays quickly (ahem, reference the title), and is Marvel-related. I have to LOVE it, right?

Ok so here’s the quick rundown. Setup is almost as long as the entire game, but needs to be reset with every subsequent play. You have the individual hero decks for each player, a LARGE resource deck, and a mission deck to divvy up and shuffle each time. It’s not difficult to keep it all straight, but you are given a LOT of cards to handle. Once the decks are all setup you are ready to play. I downloaded the 5-Minute Marvel timer app to accompany my game plays, but that’s completely unnecessary (I do like it though). Start the timer, and then flip over the first card of the mission deck on the boss’s mat. Each card will have several resource icons that the heroes will need to discard from their hands to overcome the card. There are no “turns,” as all heroes are attempting to gather the necessary resources at all times. Each hero has a special ability they can use that is printed at the bottom of their play mat, and they are very powerful, so use them often! If you can get through the entire mission deck and defeat the boss within the 5 minute time limit, you win! Since the game lasts only 5 minutes you should probably play it several times in a row using different bosses of the six that come with this base box.

Components. This game is a combination of thick cardboard play mats for heroes and bosses and linen-finish cards for everything else. The quality of the cardboard and the cards are both pretty good, so I have no issues here. The art on the game is really spectacular. I have not really seen Marvel art like this and it is very refreshing. It is somewhat cartoony and not very gritty at all (which seems to be the comic book trend). Definitely a positive for me.

Do I love this game? Um, no. Maybe with more and more plays with different playmates it will grow on me, but the several times we played it we had a great time and it was very stressful to acquire the needed cards, or to decide to use your special ability, but we never once failed. I know we can increase the difficulty and use higher-ranked bosses. AND WE WILL, but the first few bosses are pretty much chumps and we had no problems dispatching them. I do believe this game would benefit from lots of expansions, but I do not know how successful the base has been for the publisher, so that may never come to fruition.

I do recommend you try out this game, as the frenzied rush to beat the clock is something I very much enjoy in games (a la FUSE, Escape: The Curse of the Temple, et al). Also: it’s Marvel. The game unfortunately does not come with Dr. Strange nor Iron Fist like I would have preferred, but it DOES come with a couple of my other favorites: Ms. Marvel and Squirrel Girl. They are so so fun! Purple Phoenix Games is pretty consistent with this one (even my wife agrees!) and we give this a frantic 12 / 18. Go get ’em Cap!

https://purplephoenixgames.wordpress.com/2019/04/30/5-minute-marvel-review/
  
Witness
Witness
2014 | Comic Book / Strip, Deduction, Memory, Murder & Mystery
A classic ‘game’ from my childhood (seriously, we played it all the time) was Telephone. You know the one – someone whispers something to their neighbor, that person whispers it to their neighbor, and so on until it’s made its way around the group. Hilarity ensues when the final person reveals what they heard – usually a far cry from the original message! So when Travis pulled out Witness, a modern twist on Telephone, I knew that all my years of training would finally amount to something!

Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!

I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.

The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’

Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.

https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/
  
Happy Salmon
Happy Salmon
2016 | Animals, Kids Game, Party Game, Real-time
Brain burners. We have all played them. They typically aren’t my cup of tea because usually when I get to play games it is later in the evening. By that time I have had a full day’s work, taken care of a toddler (or more depending on when you read this), and thus my brainpower tank is already close to empty. Throw a game or two on top and I’m all mushy upstairs. ENTER: HAPPY SALMON.

Disclaimer (if needed): We are only reviewing the green version of this game. We know you can buy the blue version and add the cards for more players, but we haven’t done that yet. So we are just sticking with green for now. -T

In the activity Happy Salmon (let’s be honest, this isn’t necessarily a “game” so much as an “activity”) each player has a color-coded personal deck of cards that must be shuffled and held face-down. The players then stand in a circle. Setup is complete. The object of the game is to be the first player to deplete your deck of cards. You do so by turning over the top card of your deck and hopefully matching its face with another player who has turned over their copy of that card. Sounds easy right?

The “activity” portion and/or meat of this game happens when you find your match – you must both DO the action listed on your card. It could be as easy as high-fiving each other. Or pounding knuckles. Or simply switching places in the circle (see photo below). But then you have the ol’ Happy Salmon card which requires each player to do this absurd salmon handshake action that could be entertainment enough for the group if you have players with less-than-stellar bodily coordination.

So this doesn’t really sound all that appealing, I know. And I also wouldn’t have given it another thought, except I heard the guys from Dukes of Dice podcast raving about how rejuvenated they felt after having played this in the middle of an intense game sesh. I trust the opinions of Sean and Alex, and the price was right for me, so I picked it up. Boy am I glad I did! Now, this isn’t a game that I will bring out to every game session, nor with every play group, but I WILL pull this out if anyone is getting a little sleepy, or if we just want to shake out our bodies and our brains to hit up another long game.

The components are easy to discuss. It’s a fish made out of mousepad material that zips open and holds all the cards. The fish is great, but I really don’t care for “boxes” that aren’t… well, boxes. It’s great quality though. The cards, on the other hand, are really flimsy and make your hand sweaty. I don’t think I will sleeve these cards ever, as a replacement set is VERY affordable, and I do not really have any other suggestions to alleviate this “problem,” but the cards are just okay-quality. I suppose you are just flipping them over and then chucking them on the floor anyway, but for an extra $5 on the price of the game I would have preferred more rugged cards.

What this game lacks in hardcore thinkyness, prestige, and strategy, it makes up for in fun, hilarious moments, and plays that become raucously entertaining bits of your life you may never forget. It will never be on my Top 10 list, but it’s currently on my Top 100 and I will never get rid of my copy. For those reasons Purple Phoenix Games gives Happy Salmon a very appreciative 12 / 18 (Laura claims to have never played it).

https://purplephoenixgames.wordpress.com/2019/03/08/happy-salmon-review/
  
Kingdomino
Kingdomino
2016 | City Building, Medieval, Territory Building
So I am building a kingdom with these land pieces and I can just make my kingdom look however I want? Oh, I have to stay within a 5×5 square but my castle can go anywhere? And I can pick any one of those tiles in that column there? That sounds easy. Wait, that’s all? That’s the entire game?

DISCLAIMER: This review is focused on vanilla Kingdomino. We have the Age of Giants expansion and will be reviewing that as well. Maybe. If or when we do we will add that content to this review or link to it here. -T

Yep. That’s the entire game. On your turn you take the tile your meeple is currently sitting on and place it on another tile from the current offer column. That new tile will be your tile to be placed during the next round. Now you take the tile you just moved from and place it anywhere on your kingdom “grid” matching up similar land types if you can. Each crown icon shown in a land type will score 1 VP per land tile that is connected and matching. Example: you have a sand tile with two crowns on it. You have connected several tiles together and you have a connected sand area of seven squares showing sand. Two crowns times seven squares equals 14 VPs for that sand area. Just do that for all areas with crowns to get your final score.

Where is the conflict, you ask? Every good story has a conflict! Well, you cannot take just ANY tile you want. The tiles are placed in the offer column in numeric order (on the backs of the tiles are numbers). Then they are flipped so you can see what is coming up on the next round. Whomever chooses the lowest number tile goes first, and subsequently chooses their tile for the next round. Herein lies the conflict and what little player interaction there is in the game: you can block your opponent(s) by taking the tiles you see they may want. I personally do not play any games this way, but it’s a valid strategy. I am in it to win it, not in it to make you lose it.

Ok, so at first glance this is a children’s game. It can also be a hard sell to get people to want to play it. “It’s like Dominoes, but better.” That usually doesn’t spark a whole lot of energy and interest when I open with that. I am open to better sales pitches because this is a truly great game. Yes, it’s ultimately Dominoes at its heart. Yes, it’s very light. But dang it, this game is really fun!

The little cardboard castles that you build around are cute, but also kinda unnecessary. The meeples are, well, meeples. Not really too exciting to look at, but they are merely there to show player color. The domino tiles are a good thickness and the art is fun and whimsical. I LIKE looking at the tiles and sometimes finding a little hidden easter egg in there. I have no complaints about the components. Good on you, Blue Orange Games.

The game play is so simple but also so engaging! My mother, who usually only plays Rummikub, actually agreed to play this with me and she really really enjoyed it! Kids can play it and do really well. Older adults can too! It’s a great game to consider for gateway gaming, for a filler palate cleanser, or even for lighthearted tournament play. It just works well in so many scenarios. Is it my favorite game of all time? No. Is it in my Top 10? No. But I can guarantee you that I will never get rid of this little gem.

That said, Purple Phoenix Games gives this title a royal 14 / 18. Build on, Kingdomino!

https://purplephoenixgames.wordpress.com/2019/02/27/kingdomino-review/
  
Tiny Ninjas
Tiny Ninjas
2018 | Card Game, Dice Game, Fighting
We at Purple Phoenix Games love Kickstarting games. We probably do it more than we should, but I am sure we are not alone in this. I, myself, have backed 59 games or game-related products to date (as of February 2019). Not all of them have been that good (I’m looking at you Shadow Days, IncrediBrawl, and A Duel Betwixt Us!), but some have been simply amazing. Where does this game about dueling ninjas rate? Pretty dang good.

So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.

There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.

Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.

But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.

I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.

I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!

https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
  
FUSE
FUSE
2015 | Action, Dice Game, Real-time
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!

Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.

For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…

I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!

https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/
  
Apotheca
Apotheca
2016 | Abstract Strategy, Bluff, Deduction, Puzzle
In the fantasy world, Witches and Wizards get all the credit for magical feats. But if it weren’t for the proverbial ‘man behind the curtain,’ those feats wouldn’t be possible! Who am I talking about? Apothecaries, of course! Yes, maybe a Wizard single-handedly defeated a dragon, but only after drinking a healing potion to recover some strength. And maybe a Witch was able to sneak past some henchmen after drinking a potion of invisibility. The list goes on! The point is, apothecaries can do some cool magical stuff too. So keep crushing it out there, apothecaries – this game is for you!

After years of study, you have finally become a master apothecary, and making magic potions is your passion. You buy all of your ingredients in a secret marketplace with no problem until one day, you come across another apothecary trying to buy all of the same ingredients as you! Who does this person think they are?? Using your quick wit, and some sleight of hand, you manage to scatter the ingredients around the marketplace to hide them from your rival. Now all you’ve got to do is give them the slip so you can go pick up the ingredients. Be careful, though – you’re rival is as sly as you are, and is scouring the marketplace to find them first!

In Apotheca, players are racing to create three magic potions before their opponents do. To craft a magic potion, players must make a match of three potions of the same color in a row. Played on a 4×4 grid, potions are manipulated by apothecary powers from recruited apothecary cards in a manner similar to movement in chess, or better yet – Onitama. Complete three matches, and you win! As a whole, I could describe Apotheca as chess with a helping of tic-tac-toe.

One thing I really like about this game is that it’s a game of semi-hidden information. Some things are hidden and some things are not. You do know the apothecary power(s) your opponent has, but you don’t know the color of the potions they put into play. Based on how they use their powers to manipulate potions, both face-up and face-down, you must deduce their strategy and thwart their attempts at making a match! Of course, they are doing the exact same thing to you – only you know the color of potions you place, but your power is known to your opponent. It’s a unique game of deduction and deception that requires more strategy than meets the eye.

Apotheca can be played with 1-4 players, but I think the best player count is 2. In a 3-4 player game, it can be difficult to build a concrete strategy because the board can significantly change between your turns. In a 2-player game, the board changes as well, but not nearly as quickly since it is just a back-and-forth with turn order. Also, more players means more hidden information – it can be tedious trying to remember who performed what action and who has what powers as you try to deduce everyone’s strategy. I don’t mind Apotheca as a 3-4 player game, but I would certainly prefer to play it as a 2-player game.

As you can see by our individual ratings, we are a little split on this game. It requires a decent amount of strategy and deduction, which work well together in this game. Apotheca was one of the first games in my collection, and it’s one that will stay there. Overall, Purple Phoenix Games gives Apotheca a sneaky 12 / 18.

https://purplephoenixgames.wordpress.com/2019/02/01/apotheca-review/
  
Beasty Bar
Beasty Bar
2014 | Animals, Card Game, Humor
When I say ‘nightclub,’ I know what you’re thinking – strobe lights, loud music, and dancing. What you DON’T think of is the fact that getting into the club in the first place probably means you had to wait in line outside. Some people take their clubbing very seriously, and the entrance line can become a cut-throat battlefield of subtle tricks or blatant line-jumping to get you ahead (literally) of the other patrons!

Welcome to Beasty Bar – the hottest nightclub in the animal kingdom! The house is jumpin’ and the line is out the door! All of the animals are dressed to the nines and are vying for an opportunity to get into the club. But unfortunately, only a certain number of animals will be granted access. So, naturally, it’s time to get sly! Each animal has a different tactic, but if they’re not careful, they could get booted out of the line completely!

In Beasty Bar, a game of hand management with a sprinkle of ‘take that,’ players are trying to get the most animals from their hand into the club. All players receive an identical deck of cards, which are then shuffled, and draw 4 cards into their hand. On their turn, players will play one card from their hand into the line, perform the corresponding action, address any on-going abilities, and draw another card from their deck. Each animal card has a special ability, either immediate or on-going, that can be used to alter its place in the line. Choose your cards wisely – all players have the same pool of cards, and a power you used to your benefit could later be used against you! Once all cards have been played, the game ends – the player with the most animals in the club is the winner!

I generally do not like ‘Take That’ games – I can be pretty competitive and this mechanic can sometimes turn confrontational for me. That being said, I actually like Beasty Bar. Since it has such a small play area (only 5 cards at a time), the line-up is always changing. And that requires some fast and strategic thinking that negates the ‘Take That’ aspect for me – I am more focused on getting my animals ahead in line than I am in booting my opponents out of the way out of spite. You really have to think about what animal abilities you want to use and when, depending on the current line-up. Yes, cards will inevitably be kicked out of the line, but for me it doesn’t feel as vengeful in this game.

I really like that this game is easy to learn and fast to play. The concept and gameplay are simple enough, they only need to be explained once. And the game plays relatively quickly, so you can either play it multiple times in a row or use it as a filler between some heavier/longer games. All of the animal abilities are outlined in the rulebook, but if you’re ever unsure of an animal’s power, it is illustrated right at the bottom of the card for you! Gone are the days of referring back to the rulebook every turn to double-check, or having to reveal a card in your hand because you have to ask for clarification again.

Is Beasty Bar my favorite game? Absolutely not. But it’s one that I don’t mind playing when I am crunched for time or need to take a breather from a more complicated game. It’s made its way into my collection, and I think it’s going to stay. Purple Phoenix Games gives Beasty Bar a 7 / 12 (Bryan and Josh have not played it yet).

https://purplephoenixgames.wordpress.com/2019/01/18/beasty-bar-review/