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Purple Phoenix Games (2266 KP) rated Cartagena in Tabletop Games
Dec 3, 2019
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Henry Rollins recommended Apocalypse Now (1979) in Movies (curated)
Purple Phoenix Games (2266 KP) rated Trust Me, I'm a Doctor in Tabletop Games
Oct 13, 2020
Did you know that in olden days doctors and traveling alchemist frauds would prescribe cocaine for various illnesses and maladies? It’s true. Also were you aware that fecal transfusions could cure a multitude of sicknesses? You know, taking feces from one person and injecting it into the intestines of another can cure LOTS of bad stuff. Like excessively odorous gas expelations. Well, that one may or may not be true, but if you think you can sell that cure to your friends, you are ready to play Trust Me, I’m a Doctor.
In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!
To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.
On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.
So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”
Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!
To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.
On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.
So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”
Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
Purple Phoenix Games (2266 KP) rated Treasure Hunter in Tabletop Games
Jun 28, 2019
Indiana Jones. Lara Croft. Benjamin Franklin Gates. These were all great treasure hunters. All of them had to overcome incredible riddles, curses, traps, and death-craving dark places to claim their loot. In Treasure Hunter you will be searching for your treasures using mules, scarecrows, and locals in a frozen tundra, a jungle, and a volcano. So, like, exactly the same as Indy and Tomb Raider and the dude from National Treasure.
Obviously I am making light of the theme of this card drafting, set collection, hand management game from Queen Games, but it’s just so fun to imagine yourself as a genuine treasure hunter. DO YOU HAVE WHAT IT TAKES??
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
To setup the game, shuffle the cards and the treasure tiles and place them in their respective resting spots. Place a treasure tile on the MIN and MAX sections of each terrain type on the main board. Assign three goblin tiles to their spots on the cave sections of the main board to be dealt with after your adventure round. Each player receives 15 starting gold to begin their adventure. Deal each player nine cards and you are ready to begin!
To start the game, look at the hand of cards that were dealt, choose one and pass the rest to the leftmost neighbor. This should be familiar if you have ever played any other card drafting game (like Sushi Go!, 7 Wonders, etc). Once you have your complete hand of nine cards you drafted, the hunt may begin. During you draft phase you will have already assessed the main board and decided how you would like your draft to go – do want the maximum red treasure? The minimum blue treasure? All the dogs?? Each terrain type will be scored in order from top down, so whomever has amassed the minimum number of blue values will receive the tile on the MIN section of the tundra, while they who gathered the most value in blue cards will receive the MAX tile. There are cards that can affect your values using a +/- mechanic so that you can hopefully come in the victor on your chosen field.
Once the main treasure hunt is complete and everyone has their treasure tiles, you must figuratively store your treasures in the cave. Predictably, goblins will visit your cave to try to steal your goods, so I hope you had drafted some guard dogs in the first phase of the game to protect your shinies. If not, you will be parting with some of your gold (which are ultimately VPs)! At the end of five rounds following this structure, and reversing draft direction, you flip over the main board to reveal the scoreboard where you can record your earnings (findings?) and determine victory for the greatest Treasure Hunter!
Components: this game comes with a good amount of components – just the way I like it. The main board, treasure tiles, money chits, and goblin tiles are all thick cardboard that are of great Queen Games quality. The cards are great quality too. I really like the double-sided game board that also serves as score board. Another great component collection from Queen Games!
Ok, so I really like this game a lot. I received this game from my wife, who has an uncanny ability to choose games for me that are not on my wish list, but that end up being simply wonderful (see Azul, Saboteur). I really enjoy card drafting games, and when you can go into a draft with a strategy that just is completely obliterated by someone else’s draft is unpredictable fun! So many times I have played this and just KNEW that my 2 of Red was going to win me the MIN tile. But then my opponent busts out a 3 of Red with a -2 card and snags it away from me. It can be frustrating, but it’s also just a testament to really good drafting and counter-strategy. Using the guard dogs to scare off goblins is cool, and the goblin tiles provide you with VPs too. I know it’s kinda kooky and silly, but I really enjoy this one. Richard Garfield has another hit on his hands for me, and I’m not the only one who recognizes it. Purple Phoenix Games gives this one a sneaky 14 / 18.
Obviously I am making light of the theme of this card drafting, set collection, hand management game from Queen Games, but it’s just so fun to imagine yourself as a genuine treasure hunter. DO YOU HAVE WHAT IT TAKES??
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
To setup the game, shuffle the cards and the treasure tiles and place them in their respective resting spots. Place a treasure tile on the MIN and MAX sections of each terrain type on the main board. Assign three goblin tiles to their spots on the cave sections of the main board to be dealt with after your adventure round. Each player receives 15 starting gold to begin their adventure. Deal each player nine cards and you are ready to begin!
To start the game, look at the hand of cards that were dealt, choose one and pass the rest to the leftmost neighbor. This should be familiar if you have ever played any other card drafting game (like Sushi Go!, 7 Wonders, etc). Once you have your complete hand of nine cards you drafted, the hunt may begin. During you draft phase you will have already assessed the main board and decided how you would like your draft to go – do want the maximum red treasure? The minimum blue treasure? All the dogs?? Each terrain type will be scored in order from top down, so whomever has amassed the minimum number of blue values will receive the tile on the MIN section of the tundra, while they who gathered the most value in blue cards will receive the MAX tile. There are cards that can affect your values using a +/- mechanic so that you can hopefully come in the victor on your chosen field.
Once the main treasure hunt is complete and everyone has their treasure tiles, you must figuratively store your treasures in the cave. Predictably, goblins will visit your cave to try to steal your goods, so I hope you had drafted some guard dogs in the first phase of the game to protect your shinies. If not, you will be parting with some of your gold (which are ultimately VPs)! At the end of five rounds following this structure, and reversing draft direction, you flip over the main board to reveal the scoreboard where you can record your earnings (findings?) and determine victory for the greatest Treasure Hunter!
Components: this game comes with a good amount of components – just the way I like it. The main board, treasure tiles, money chits, and goblin tiles are all thick cardboard that are of great Queen Games quality. The cards are great quality too. I really like the double-sided game board that also serves as score board. Another great component collection from Queen Games!
Ok, so I really like this game a lot. I received this game from my wife, who has an uncanny ability to choose games for me that are not on my wish list, but that end up being simply wonderful (see Azul, Saboteur). I really enjoy card drafting games, and when you can go into a draft with a strategy that just is completely obliterated by someone else’s draft is unpredictable fun! So many times I have played this and just KNEW that my 2 of Red was going to win me the MIN tile. But then my opponent busts out a 3 of Red with a -2 card and snags it away from me. It can be frustrating, but it’s also just a testament to really good drafting and counter-strategy. Using the guard dogs to scare off goblins is cool, and the goblin tiles provide you with VPs too. I know it’s kinda kooky and silly, but I really enjoy this one. Richard Garfield has another hit on his hands for me, and I’m not the only one who recognizes it. Purple Phoenix Games gives this one a sneaky 14 / 18.
Chris Sawin (602 KP) rated Jojo Rabbit (2019) in Movies
Oct 8, 2019
Roman Griffin Davis stars as Jojo Betzler in Taika Waititi’s black comedy Jojo Rabbit. Along with his second best friend Yorki (Archie Yates), Jojo is a part of a Nazi training camp for young boys and girls to become the men and women suited for Hitler supporting soldiers. Meanwhile, Jojo’s mom Rosie (Scarlett Johansson) is secretly hiding a young Jewish girl named Elsa (Thomasin McKenzie) within the walls of their home. Jojo, who is incredibly adamant about Hitler becoming his first best friend, has Hitler as an imaginary friend (portrayed by Taika Waititi) who shows up whenever Jojo seems to need a pep talk.
Based on the 2008 novel Caging Skies by Christine Leunens, Jojo Rabbit is a bonkers twist on one of the most devastating wars and tyrannical madmen in history. On the surface, the film is about a child attempting to become a Nazi because he views HItler as this great leader. He has to attempt to learn to kill, hate Jews, and essentially ignore all of his morals in order to just fit in with an army who believes they are the superior race. The intriguing aspect is that Waititi injects this unexpected tenderness and has concocted a film that has a heartbeat that is entirely too human and too genuine for any sort of project involving the likes of Adolf Hitler.
The Jojo/Hitler dynamic is an incredibly playful one. Hitler only seems to show up when something doesn’t go according to plan for Jojo or he needs some words of encouragement when times get tough. Hitler is a figment of Jojo’s imagination and is completely reactionary to Jojo’s world. If Jojo gets scared, Hitler shows up to remind him why he’s risking his own self comfort. While Waititi is funny and awkwardly charming as Hitler, which is an odd thing to say in itself, don’t overlook Archie Yates. Roman Griffin Davis encapsulates this innocence that even Elsa describes as something along the lines of a ten year old playing dress up with his friends in order to join a club. But Yates often plays off of Davis humorously and amusingly and will likely be forgotten about by some by the time they leave the theater.
Seemingly tapping into his inspiration for Gentlemen Broncos, Sam Rockwell portrays Captain Klenzendorf - a former war veteran who lost an eye and is now forced to teach children how to be soldiers. He has this strange tension on the verge of romance thing going on with his right hand man Finkel (Alfie Allen) and has extravagant taste with intricate ideas for his new uniform. Rockwell and Allen are hilarious and outshine Rebel Wilson’s Fräulein Rahm who never seems to serve much purpose before or after her line about, “having 18 kids for Germany.”
The sweet nature of Jojo Rabbit is expanded upon with the mother/son relationship between Rosie and Jojo. They have completely different viewpoints of a world on the verge of total annihilation where Jojo is slowly nudged into his mother’s mindset. It’s not so much a brainwashing as it is Jojo coming to terms with how he feels about people. Jojo Rabbit defines who we all are on the inside and simply explores the path anyone with an everyday beating heart (not rooted by a tiny mustache) would travel down over the course of their youth.
It’s kind of extraordinary that Jojo Rabbit has been released during a time when Fox Searchlight Pictures is owned by Walt Disney Studios Motion Pictures where a guy directing two of the biggest Thor movies did a side project where he plays Hitler and never had to attempt to keep that a secret. Waititi puts Jojo Betzler through the ringer by blowing him up repeatedly and throwing him down a flight of stairs all while being bullied and pushed around the entire time. But dammit if Jojo Rabbit isn’t one of the most heartfelt and imaginative fairy tales of the year.
This is a film where storytelling, embellishing and elongating false reputations, and glorifying urban myths is the driving force of entertainment. Underneath its layers of SS uniforms, dangerous pistols, and knives you should never leave home without, Jojo Rabbit is a touching film about human compassion with an intimacy that is absolutely unparalleled. Categorized somewhere between Wes Anderson’s Moonrise Kingdom and an imaginative concept that is an obvious homage to Calvin and Hobbes, love feels like it’s the only thing spreading across the world more powerful than war and Jojo Rabbit is more than happy to hype you up and throw you in love’s way without remorse.
Based on the 2008 novel Caging Skies by Christine Leunens, Jojo Rabbit is a bonkers twist on one of the most devastating wars and tyrannical madmen in history. On the surface, the film is about a child attempting to become a Nazi because he views HItler as this great leader. He has to attempt to learn to kill, hate Jews, and essentially ignore all of his morals in order to just fit in with an army who believes they are the superior race. The intriguing aspect is that Waititi injects this unexpected tenderness and has concocted a film that has a heartbeat that is entirely too human and too genuine for any sort of project involving the likes of Adolf Hitler.
The Jojo/Hitler dynamic is an incredibly playful one. Hitler only seems to show up when something doesn’t go according to plan for Jojo or he needs some words of encouragement when times get tough. Hitler is a figment of Jojo’s imagination and is completely reactionary to Jojo’s world. If Jojo gets scared, Hitler shows up to remind him why he’s risking his own self comfort. While Waititi is funny and awkwardly charming as Hitler, which is an odd thing to say in itself, don’t overlook Archie Yates. Roman Griffin Davis encapsulates this innocence that even Elsa describes as something along the lines of a ten year old playing dress up with his friends in order to join a club. But Yates often plays off of Davis humorously and amusingly and will likely be forgotten about by some by the time they leave the theater.
Seemingly tapping into his inspiration for Gentlemen Broncos, Sam Rockwell portrays Captain Klenzendorf - a former war veteran who lost an eye and is now forced to teach children how to be soldiers. He has this strange tension on the verge of romance thing going on with his right hand man Finkel (Alfie Allen) and has extravagant taste with intricate ideas for his new uniform. Rockwell and Allen are hilarious and outshine Rebel Wilson’s Fräulein Rahm who never seems to serve much purpose before or after her line about, “having 18 kids for Germany.”
The sweet nature of Jojo Rabbit is expanded upon with the mother/son relationship between Rosie and Jojo. They have completely different viewpoints of a world on the verge of total annihilation where Jojo is slowly nudged into his mother’s mindset. It’s not so much a brainwashing as it is Jojo coming to terms with how he feels about people. Jojo Rabbit defines who we all are on the inside and simply explores the path anyone with an everyday beating heart (not rooted by a tiny mustache) would travel down over the course of their youth.
It’s kind of extraordinary that Jojo Rabbit has been released during a time when Fox Searchlight Pictures is owned by Walt Disney Studios Motion Pictures where a guy directing two of the biggest Thor movies did a side project where he plays Hitler and never had to attempt to keep that a secret. Waititi puts Jojo Betzler through the ringer by blowing him up repeatedly and throwing him down a flight of stairs all while being bullied and pushed around the entire time. But dammit if Jojo Rabbit isn’t one of the most heartfelt and imaginative fairy tales of the year.
This is a film where storytelling, embellishing and elongating false reputations, and glorifying urban myths is the driving force of entertainment. Underneath its layers of SS uniforms, dangerous pistols, and knives you should never leave home without, Jojo Rabbit is a touching film about human compassion with an intimacy that is absolutely unparalleled. Categorized somewhere between Wes Anderson’s Moonrise Kingdom and an imaginative concept that is an obvious homage to Calvin and Hobbes, love feels like it’s the only thing spreading across the world more powerful than war and Jojo Rabbit is more than happy to hype you up and throw you in love’s way without remorse.
Heather Cranmer (2721 KP) rated Winds of Fear (Fearless Series #3) in Books
Aug 4, 2020
I have a thing about thrillers involving neighbors and false identities, so when I got the opportunity to read Winds of Fear by Glede Browne Kabongo, I jumped at the chance!
When Jenna and Charlie Payne move into the house next door, things start going bad for Abbie Rambally, especially after Jenna takes a special interest in Abbie's 10 year old son Lucas. Before long, Abbie starts suspecting that her neighbors aren't who they say they are and that their intentions could put her family in mortal danger.
The synopsis really sucked me in. I had to know what was up with Abbie's neighbors, so I dove into Winds of Fear right away. The pacing is fairly slow for the first half of the book as Kabongo sets up the backstory for each character. However, once I got to the second half of the novel, the pacing sped up, and I was hooked! I could not stop reading even though it was way past time for me to go to sleep. I felt like this was where the most action really happened and where the actually plot and the meat of the story was. Kabongo is heavily into describing each and every thing which was a bit tedious, but in the second half of the story, I was hooked on every word, so I didn't really mind. There were quite a few plot twists in Winds of Fear. In fact, every time I thought I had something figured out and felt smug about it, a plot twist would smack me right in the face! Though this book the third in the Fearless Series, I felt like it stands alone quite well without reading the first two books. Kabongo does a fantastic job of explaining what happened to Abbie (and her family) previously quite well. There is a fourth book that will be released in the series, but I found that all my questions were answered in Winds of Fear. However, I will be reading the next installment in the series because I want to know more about Abbie's life!
The characters in Winds of Fear were very fleshed out and well written thanks to all of Kabongo's backstory she added throughout the book. I enjoyed the character of Abbie although sometimes I felt like she was being a little too suspicious too early on after just meeting the Paynes...her paranoia just felt too rushed. However, Abbie was a very well written character besides that. I could feel how much she loved her kids, her husband, and her life. My heart went out to her when she was torn between her duties as a mother and advancing her career. I was beside myself when everything went down involving Lucas. Her pain and worry felt very realistic. I would have liked to see more of Ty, Abbie's husband. Ty came across as such a fantastic man. I couldn't help but love him myself after reading about him. His love for wife and children were obvious from the get-go. The Rambally children (Alexis, Blake, and Lucas) were all so smart and adorable. I just wanted to hug them all! I loved their close relationship and how they all wanted to help each other out. Blake and Lucas were fantastic with how inquisitive they were. I also loved Olivia (Liv). She seemed like such a sweet girl. I won't go into much more detail about her, but I was saddened that I didn't get to read more about her. Jenna and Charlie were also fantastic characters. I kept trying to figure out what they brought to the table and why they were so wrapped up with the Ramballys. Also, with the Iceman, I felt he really did live up to his nickname!
Trigger warnings for Winds of Fear include mentions of sexual assault (not graphic), drinking alcohol (although not to excess), violence, murder (not very graphic), kidnapping, and blackmail.
All in all, Winds of Fear is quite the psychological thriller. It's got relatable characters, an interesting plot, and it makes you try to guess just to be wrong. I would recommend Winds of Fear by Glede Browne Kabongo to those ages 18+ to those who love to be sucked into a good book!
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(A special thank you to Xpresso Tours for providing me with an eBook of Winds of Fear by Glede Browne Kabongo in exchange for a fair and unbiased review.)
When Jenna and Charlie Payne move into the house next door, things start going bad for Abbie Rambally, especially after Jenna takes a special interest in Abbie's 10 year old son Lucas. Before long, Abbie starts suspecting that her neighbors aren't who they say they are and that their intentions could put her family in mortal danger.
The synopsis really sucked me in. I had to know what was up with Abbie's neighbors, so I dove into Winds of Fear right away. The pacing is fairly slow for the first half of the book as Kabongo sets up the backstory for each character. However, once I got to the second half of the novel, the pacing sped up, and I was hooked! I could not stop reading even though it was way past time for me to go to sleep. I felt like this was where the most action really happened and where the actually plot and the meat of the story was. Kabongo is heavily into describing each and every thing which was a bit tedious, but in the second half of the story, I was hooked on every word, so I didn't really mind. There were quite a few plot twists in Winds of Fear. In fact, every time I thought I had something figured out and felt smug about it, a plot twist would smack me right in the face! Though this book the third in the Fearless Series, I felt like it stands alone quite well without reading the first two books. Kabongo does a fantastic job of explaining what happened to Abbie (and her family) previously quite well. There is a fourth book that will be released in the series, but I found that all my questions were answered in Winds of Fear. However, I will be reading the next installment in the series because I want to know more about Abbie's life!
The characters in Winds of Fear were very fleshed out and well written thanks to all of Kabongo's backstory she added throughout the book. I enjoyed the character of Abbie although sometimes I felt like she was being a little too suspicious too early on after just meeting the Paynes...her paranoia just felt too rushed. However, Abbie was a very well written character besides that. I could feel how much she loved her kids, her husband, and her life. My heart went out to her when she was torn between her duties as a mother and advancing her career. I was beside myself when everything went down involving Lucas. Her pain and worry felt very realistic. I would have liked to see more of Ty, Abbie's husband. Ty came across as such a fantastic man. I couldn't help but love him myself after reading about him. His love for wife and children were obvious from the get-go. The Rambally children (Alexis, Blake, and Lucas) were all so smart and adorable. I just wanted to hug them all! I loved their close relationship and how they all wanted to help each other out. Blake and Lucas were fantastic with how inquisitive they were. I also loved Olivia (Liv). She seemed like such a sweet girl. I won't go into much more detail about her, but I was saddened that I didn't get to read more about her. Jenna and Charlie were also fantastic characters. I kept trying to figure out what they brought to the table and why they were so wrapped up with the Ramballys. Also, with the Iceman, I felt he really did live up to his nickname!
Trigger warnings for Winds of Fear include mentions of sexual assault (not graphic), drinking alcohol (although not to excess), violence, murder (not very graphic), kidnapping, and blackmail.
All in all, Winds of Fear is quite the psychological thriller. It's got relatable characters, an interesting plot, and it makes you try to guess just to be wrong. I would recommend Winds of Fear by Glede Browne Kabongo to those ages 18+ to those who love to be sucked into a good book!
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(A special thank you to Xpresso Tours for providing me with an eBook of Winds of Fear by Glede Browne Kabongo in exchange for a fair and unbiased review.)
Purple Phoenix Games (2266 KP) rated Castles of Mad King Ludwig in Tabletop Games
Jun 12, 2020
“Well why CAN’T I just have a long hallway between my garden and my porch? How else am I going to get to the stairwell?” – Nobody ever.
Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.
Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.
Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.
Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?
So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.
Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.
Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.
Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.
Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?
So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.
Purple Phoenix Games (2266 KP) rated NMBR 9 in Tabletop Games
Jun 12, 2020
When I first heard of NMBR 9, I thought it looked like a cool table-top version of Tetris. I was immediately drawn to the bright colors and the abstract concept, and it earned a spot high atop my wishlist. Luckily, I have a birthday every year, and even more luckily, I have great friends who know how to help me celebrate. So shoutout to Travis and his wife Kristin for getting me this gem for my birthday last year!
NMBR 9 is a tile-laying game of abstract strategy in which players are trying to accumulate the most end-game points. Setup is easy – just shuffle the deck of number cards, and you are ready to go! Here’s how you play. Every round, a card is drawn from the deck. Each player then takes the corresponding number tile and adds it to their arrangement following the specified placement restrictions. Those restrictions are as follows: tiles must be placed number-side up, tiles on the same level must be touching orthogonally, a tile placed on a level above other tiles must touch at least 2 tiles beneath it, and a tile placed on a level above other tiles must not have any gaps below it. Once everyone has placed their tile, a new card is drawn and play continues. The deck consists of 2 cards of each number (0-9), and once the deck runs out, the game ends and points are tallied. To count up your points, you multiply the number on each tile by the level on which the tile sits. The bottom-most level (on the table) is level 0, so any tiles there earn you no points. Let’s say you get an 8 tile on your 2nd level, so at the end of the game, that tile earns you 16 points. The highest score wins, so brush up on your multiplication tables!
Does NMBR 9 add up to everything you’d hoped for? Ok, bad pun. But really – how does this game hold up? For a game that is so easy to learn, it takes a lot of thought to play. The idea of tile-laying isn’t new, but because these tiles are all different shapes and have very specific placement restrictions, it takes this game to the next level – literally. The cards dictate the order in which tiles are played, so you are constantly adapting your strategy to fit the given tile into your array. One thing that helps make it a little easier to strategize is knowing that there are exactly 2 cards for every number in the deck. So as the game goes on, you can usually figure out which cards are left and try to set your grid up for maximum points. That being said, it still takes quite a bit more strategy than originally meets the eye. My first play was pretty brutal because I was not expecting to be that challenged!
The biggest drawback for me is that because of the abstract tile shapes and placement restrictions, it can be difficult to build a solid base upon which to earn yourself lots of points. Since you aren’t allowed to leave gaps under tiles, you really need to create as much unbroken space as possible to ensure that you can play any number of tiles on higher levels. That ultimately means that you have to sacrifice some tiles to your Level 0 (which scores no points) to eventually play tiles to any upper levels. If the bottom-most layer was Level 1, it would not feel like a waste to put, for example, a 9 on the table to create a platform for the next level. And another thing that can be rough at first is the scoring. Yeah yeah, simple multiplication isn’t that bad, but it still takes me a hot second to multiply everything and get it added up for my final score. Not a knock on the game necessarily, just a wake-up call for my lack of math skills I guess.
Overall, I think that NMBR 9 is a great game! It’s an easy game to learn, but definitely a tricky one to master. It is fast enough to play many times in a row, and I often find myself asking for one more play just to see if I can do better next time. All in all, it’s a great game, and I am so happy with this birthday gift! Purple Phoenix Games gives NMBR 9 a calculating 15 / 18.
NMBR 9 is a tile-laying game of abstract strategy in which players are trying to accumulate the most end-game points. Setup is easy – just shuffle the deck of number cards, and you are ready to go! Here’s how you play. Every round, a card is drawn from the deck. Each player then takes the corresponding number tile and adds it to their arrangement following the specified placement restrictions. Those restrictions are as follows: tiles must be placed number-side up, tiles on the same level must be touching orthogonally, a tile placed on a level above other tiles must touch at least 2 tiles beneath it, and a tile placed on a level above other tiles must not have any gaps below it. Once everyone has placed their tile, a new card is drawn and play continues. The deck consists of 2 cards of each number (0-9), and once the deck runs out, the game ends and points are tallied. To count up your points, you multiply the number on each tile by the level on which the tile sits. The bottom-most level (on the table) is level 0, so any tiles there earn you no points. Let’s say you get an 8 tile on your 2nd level, so at the end of the game, that tile earns you 16 points. The highest score wins, so brush up on your multiplication tables!
Does NMBR 9 add up to everything you’d hoped for? Ok, bad pun. But really – how does this game hold up? For a game that is so easy to learn, it takes a lot of thought to play. The idea of tile-laying isn’t new, but because these tiles are all different shapes and have very specific placement restrictions, it takes this game to the next level – literally. The cards dictate the order in which tiles are played, so you are constantly adapting your strategy to fit the given tile into your array. One thing that helps make it a little easier to strategize is knowing that there are exactly 2 cards for every number in the deck. So as the game goes on, you can usually figure out which cards are left and try to set your grid up for maximum points. That being said, it still takes quite a bit more strategy than originally meets the eye. My first play was pretty brutal because I was not expecting to be that challenged!
The biggest drawback for me is that because of the abstract tile shapes and placement restrictions, it can be difficult to build a solid base upon which to earn yourself lots of points. Since you aren’t allowed to leave gaps under tiles, you really need to create as much unbroken space as possible to ensure that you can play any number of tiles on higher levels. That ultimately means that you have to sacrifice some tiles to your Level 0 (which scores no points) to eventually play tiles to any upper levels. If the bottom-most layer was Level 1, it would not feel like a waste to put, for example, a 9 on the table to create a platform for the next level. And another thing that can be rough at first is the scoring. Yeah yeah, simple multiplication isn’t that bad, but it still takes me a hot second to multiply everything and get it added up for my final score. Not a knock on the game necessarily, just a wake-up call for my lack of math skills I guess.
Overall, I think that NMBR 9 is a great game! It’s an easy game to learn, but definitely a tricky one to master. It is fast enough to play many times in a row, and I often find myself asking for one more play just to see if I can do better next time. All in all, it’s a great game, and I am so happy with this birthday gift! Purple Phoenix Games gives NMBR 9 a calculating 15 / 18.
Purple Phoenix Games (2266 KP) rated Com-Pet-Ability in Tabletop Games
Apr 14, 2020
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.









