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Purple Phoenix Games (2266 KP) rated Voltage in Tabletop Games
Jan 8, 2022
Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.
Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.
On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.
The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.
To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.
After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.
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Purple Phoenix Games (2266 KP) rated Sheepy Time in Tabletop Games
May 27, 2021
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.

Purple Phoenix Games (2266 KP) rated Battlestar Galactica: The Board Game in Tabletop Games
Feb 23, 2021
Disclaimer: There are several expansions for Battlestar Galactica. This review will not take any expansions into account, and will focus solely on the base game. Also, I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the gameplay. – L
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. Each player selects a Character, and receives the corresponding Character sheet and tokens. Based on the Characters selected, one player will receive the President title and another the Admiral title. Depending on how many players there are, a Loyalty deck is created and each player is secretly dealt a Loyalty card – either “You are not a Cylon” or “You Are a Cylon.” The Loyalty cards determine how you will play the game: human players win if they complete their given objective, and Cylon players win if they prevent the humans from completing their objective (by depleting resources, successfully invading the Galactica, or destroying the Galactica itself). The game is now ready to begin!
Battlestar Galactica is played over a series of rounds in which players take turns moving, performing actions, playing/drawing cards, etc. until either the human players or Cylon players have won the game. A player’s turn consists of 4 main steps, carried out in the following order: Receive Skills, Movement, Action, and Crisis. To begin your turn, you will draw Skill cards according to the skills listed on your Character sheet. Skill cards can be used to address crises or can provide special abilities. In the next step, Movement, you may move your Character to a different location/ship (all provide special actions). After moving, you will then choose one Action to perform – either listed on your current location, Character sheet, by using a Skill card, or you may choose to perform no action at all. Once you have completed your action, draw the top card of the Crisis deck, and resolve it. Depending on the Crisis card drawn, you may need to then Activate Cylon Ships or Prepare for Jump (more on this in a bit). If neither of those are listed on the Crisis card, then your turn ends and play moves to the next player.
I know that seems like a lot, but each turn of Battlestar Galactica can essentially be broken down into 2 phases: Player Actions and Space Combat. The first phase, Player Actions, is what is detailed above – drawing Skills, Movement, Actions, and drawing Crisis cards. This phase is where players make progress towards their objectives. Certain Actions or Skill cards earn specific rewards necessary to move forward in the game. Crisis cards can consist of Cylon attacks (activating and adding new Cylon ships to the board), Skill checks (all players secretly contribute Skill cards to either aid or sabotage the Skill check), or Events (resolved immediately). The second phase of play, Space Combat, takes place after the Crisis card has been drawn on each turn. Certain Crisis cards will show icons of Cylon ships, indicating that they are to be activated for combat, launched into play, or moved around the Galactica. Cylon ships will act based upon an action hierarchy, detailed in the rulebook. If the drawn Crisis card has the “Prepare for Jump” icon, move the fleet token forward on the Jump Preparation track, jumping the fleet if necessary (and moving the humans closer to their game-end objective). I have purposefully left out some elements of play, for you to discover on your own, or because they just provide intricate detail for the steps and actions described above. When the game-end objective is met by either the human players or the Cylons, the game is over and that respective race wins the game!
To say that there is a lot going on in Battlestar Galactica is quite an understatement. There are several rules and game elements that I did not touch upon, just because if I did then this review would be too long. With so many elements in play and of which to keep track, this game is not exactly for the faint of heart. The gameplay is very involved and requires a good amount of strategy – this is definitely a game that could take up most of a game night to play. That being said, I love this game. There is a lot going on, but that just provides players with so many different strategies to complete their objectives. Maybe you want to focus on dealing with Skill checks or Crisis cards, but maybe you’d rather think offensively and be prepared for any potential Space Combat. Can you help the crew efficiently manage its resources, or position its fleet to protect the Galactica itself? Your strategy must be adaptable at a moment’s notice to help you complete your objective….whatever it may be.
Speaking of which, the fact that there may or may not be secret Cylon players attempting to disrupt your plans really takes a hidden identity game to the next level. Cylons want to sabotage the humans, but in subtle ways as to not be found out – because once a Cylon is revealed, the humans can target and hinder their turns. Can you convince the humans that your previous actions were honest mistakes, or will they catch on that you are trying to undermine their efforts? The elements of deception and bluffing in this regard make the game much more immersive and make it feel realistic – there is a traitor among us and we have to find them, while also completing our own objectives. You really start to question who to trust and how your own actions can be perceived by your fellow players. There have been times, when playing this game, that we have taken breaks for dinner or snacks, and all players pocketed their cards rather than leave them on the table, vulnerable to sneaky opponents. Battlestar Galactica is definitely engaging for all players, and for such an involved and lengthy game, that is something to be applauded.
Let’s touch on components for a minute. The production quality of this game is great. The cardboard elements, including resource dials, are thick and sturdy. The cards and Character sheets are quality, colorful, and feel good in hand. And the plastic ships are well made too. The artwork consists mainly of screen caps from the TV show (which I admittedly have not yet seen…) but the theme and cohesiveness of the components makes for an immersive and engaging game overall.
In general, I am not a person who enjoys hidden identity games – simply because I am a bad liar and get found out almost immediately. However, the way this mechanic is incorporated into Battlestar Galactica makes it more a game of strategy than simple deception. And games of strategy are what I truly love. Managing your hand of Skill cards to best overcome Crisis cards, thinking tactically about how to deploy your fleet and battle Cylon ships, and having to determine who among the crew can actually be trusted keeps all players engaged across the board. Nobody can just sit back and relax, every single turn can drastically affect the outcome of the game. Everyone is in it, and that is what I love about this game. Purple Phoenix Games gives it a 11 / 12. This game has been out of print for a while now, but if you ever get a chance to play – jump on it! You don’t have to know the show to enjoy the game. Trust me, I haven’t seen a single episode yet.