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Purple Phoenix Games (2266 KP) rated Big Easy Busking in Tabletop Games
Sep 15, 2020
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Peter Russell (61 KP) rated Heroscape Master Set: Rise of the Valkyrie in Tabletop Games
Mar 26, 2019
Build and Play all out war
This game has a very special place in my heart and I wish it started getting produced again. This review is not just for the base game by the Heroscape system as a whole. To me it is a lost treasure that I still pay premium prices to collect. Heroscape is primarily a combat game with a point based army building system. But even before that, the players build a battlefield using the interlocking and stacking hex terrain features, there are tiles of lava, water and ice, there are castle sets, bridges and even a marvel set to add marvel characters. I cannot paint a picture, but just google "epic heroscape map" to see amazing battlefields people have made. Alright, so gameplay mechanics. The combat system is dice based using shields and hits and line of sight and height of target it important, where you can take cover behind objects and creatures and also gain height advantage. There are interactions between characters that buff and debuff allies and enemies and interaction with terrain types. There were 3 master sets, a castle set, a bridge set, lava set, ice set, marvel character set and multiple character expansion packs. The miniatures are prepainted. Heroscape was bought by Wizards of the Coast where they released one master set with a Dungeons and Dragons Theme and one wave of D&D character expansions. It was then discontinued. In 2016 Wizards released Magic: Arena of the planeswalkers which recycled the Heroscape rule set, terrain molds and almost all mechanics, but under the completely different Magic the Gathering Branding and with a fraction of the terrain. Arena of the planeswalkers was also discontinued. The cheapest way to try out the mechanics of this game is Arena of the planeswalkers which should be able to be sourced used locally for about the $15 range.
Debbiereadsbook (1557 KP) rated Patron Of Mercy (Lords of The Underworld #3) in Books
Aug 14, 2019
I was missing . . . .something!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 3 in the Lords of The Underworld series, and it CAN be read as a stand alone. However, personally, I felt I was missing. . . something . . .that I can't quite put my finger on, for not having read books one and two YET. I have them, but I have not got round to them yet! I will do, now though!
Lach walked away from Thanatos a milennia ago, because now he was immortal, who wanted to hang aroudn the God of Death? But both Thanatos and Lach lusted after the other for all that time. When Lach discoveres a way to save the world from starvation, he knows he will need Thanatos. Can Lach win back the only man, the only GOD he would ever love?
I did enjoy this, apart from the previously mentioned . . .something . . . I really did!
All the major players get a say, and you don't see what fate has instore for Lach and his friend till all is made clear in the book.
It is HEAVY on the Greek gods history. I *sort of* managed to keep up, because I paid no attention to histoy at school, but I felt I was given enough to *sort of* keep up! Someone else will have paid far better attention, and followed it beautifully.
Thanatos and Lach's story, though, I had no trouble following!
It;s not overly explicit, but hot enough. There is some detailed descriptions when Lach is in major trouble, though.
It is the first book I've read of Sam Burns or WM Fawkes. I'd like to read more, as I said, I have books one and two to read. Their collaboration is really well written, and you really can't tell how they split the writing! (sometimes, it's very obvious!)
So, ONLY because of that . . .something . . .I (personally, me, myself, and no one else!) was missing. . .
4 solid stars
**same worded review will appear elsewhere**
This is book 3 in the Lords of The Underworld series, and it CAN be read as a stand alone. However, personally, I felt I was missing. . . something . . .that I can't quite put my finger on, for not having read books one and two YET. I have them, but I have not got round to them yet! I will do, now though!
Lach walked away from Thanatos a milennia ago, because now he was immortal, who wanted to hang aroudn the God of Death? But both Thanatos and Lach lusted after the other for all that time. When Lach discoveres a way to save the world from starvation, he knows he will need Thanatos. Can Lach win back the only man, the only GOD he would ever love?
I did enjoy this, apart from the previously mentioned . . .something . . . I really did!
All the major players get a say, and you don't see what fate has instore for Lach and his friend till all is made clear in the book.
It is HEAVY on the Greek gods history. I *sort of* managed to keep up, because I paid no attention to histoy at school, but I felt I was given enough to *sort of* keep up! Someone else will have paid far better attention, and followed it beautifully.
Thanatos and Lach's story, though, I had no trouble following!
It;s not overly explicit, but hot enough. There is some detailed descriptions when Lach is in major trouble, though.
It is the first book I've read of Sam Burns or WM Fawkes. I'd like to read more, as I said, I have books one and two to read. Their collaboration is really well written, and you really can't tell how they split the writing! (sometimes, it's very obvious!)
So, ONLY because of that . . .something . . .I (personally, me, myself, and no one else!) was missing. . .
4 solid stars
**same worded review will appear elsewhere**
Phillip McSween (751 KP) rated Chloe (2010) in Movies
Dec 3, 2019
Decent Beginning Then All Downhill
A woman struggling in her marriage hires a call girl to come on to her husband to see if he will cheat. If Chloe sounds like a recipe for disaster in real life, just wait until I dive into the movie! It’s not a complete failure, but it fails enough for me to highly recommend avoiding it.
Acting: 9
Beginning: 7
All the players are introduced in the first ten minutes doing their respective jobs. You can tell the movie will be shrouded in a bit of mystery. I didn’t hate the way it started, but I was looking for a bit more originality.
Characters: 10
Chloe (Amanda Seyfried) is an intriguing character in and of herself. I was drawn to her and I couldn’t figure out why. Is she crazy? Misunderstood? Is she making everything up? What the hell is with this woman? The other characters are merely a moth to her flame. It’s not to say I didn’t like them, but they would fall flat without Chloe at the helm.
Cinematography/Visuals: 9
As you’re watching this movie, you definitely get the erotic thriller feel which I think is exactly what director Atom Egoyan is going for. There are certain scenes that seem to jump off the screen with sensuality and intrigue. It keeps your eyes rooted to the screen while little details are shot to keep you guessing.
Conflict: 7
Entertainment Value: 7
Memorability: 6
Pace: 6
Plot: 3
Remember my description in the opening paragraph? Yeah, it somehow manages to get even dumber than that. It’s a shame because I think the movie definitely could have been redeemed with a slightly better storyline.
Resolution: 5
Overall: 69
Going back over my notes for Chloe, I notice I have a lot of whats, whys, and hows. That’s usually not a good sign. Few loops were closed here which is a burden for a viewer already sitting through a wandering story. Close, but no cigar.
Acting: 9
Beginning: 7
All the players are introduced in the first ten minutes doing their respective jobs. You can tell the movie will be shrouded in a bit of mystery. I didn’t hate the way it started, but I was looking for a bit more originality.
Characters: 10
Chloe (Amanda Seyfried) is an intriguing character in and of herself. I was drawn to her and I couldn’t figure out why. Is she crazy? Misunderstood? Is she making everything up? What the hell is with this woman? The other characters are merely a moth to her flame. It’s not to say I didn’t like them, but they would fall flat without Chloe at the helm.
Cinematography/Visuals: 9
As you’re watching this movie, you definitely get the erotic thriller feel which I think is exactly what director Atom Egoyan is going for. There are certain scenes that seem to jump off the screen with sensuality and intrigue. It keeps your eyes rooted to the screen while little details are shot to keep you guessing.
Conflict: 7
Entertainment Value: 7
Memorability: 6
Pace: 6
Plot: 3
Remember my description in the opening paragraph? Yeah, it somehow manages to get even dumber than that. It’s a shame because I think the movie definitely could have been redeemed with a slightly better storyline.
Resolution: 5
Overall: 69
Going back over my notes for Chloe, I notice I have a lot of whats, whys, and hows. That’s usually not a good sign. Few loops were closed here which is a burden for a viewer already sitting through a wandering story. Close, but no cigar.
Dillon Jacoby-Rankin (202 KP) rated Betrayal at House on the Hill in Tabletop Games
Jan 18, 2020
Great Components (3 more)
Expandable
Plays a decent group size
Replayability
If you punch out all the monster tokens the first time you play, it's hard to find the ones you need later in future games. (1 more)
Play Time can be long depending on the haunt you get.
You never know what to quite expect
Players: 3-6 This is a great group size. I always welcome games that support 5-6 because we always seem to have that 1 extra player we were not expecting to show up.
Expansions: This game already has one expansion called Widows Walk. It adds a roof floor to the game as well as new cards of all three types, and as you may imagine a whole new set of haunts to play.
Replayability: The game has 50 haunts or so in the base game and with widows Walk it adds a bunch more. The game can be played over and over and based on the tiles in the house and the haunt that is played, your experience is almost never going to be the same twice.
Components: The cards are all really nice as well as the tiles for the rooms. The trackers for the characters could be better but they actually already made an upgrade pack for that so problem solved. My only gripe is that the doorways are all highlighted in a specific color but the windows are not. There are several rules that require you to be in a room with a window but they are not highlighted like the rooms with doorways. This could have easily been fixed before launching the game. Also, the symbols for the cards are hard to read on the yellow artworked rooms. In blends right in the background on them and I always have to point out that there is in fact a symbol for a card on those rooms.
Expansions: This game already has one expansion called Widows Walk. It adds a roof floor to the game as well as new cards of all three types, and as you may imagine a whole new set of haunts to play.
Replayability: The game has 50 haunts or so in the base game and with widows Walk it adds a bunch more. The game can be played over and over and based on the tiles in the house and the haunt that is played, your experience is almost never going to be the same twice.
Components: The cards are all really nice as well as the tiles for the rooms. The trackers for the characters could be better but they actually already made an upgrade pack for that so problem solved. My only gripe is that the doorways are all highlighted in a specific color but the windows are not. There are several rules that require you to be in a room with a window but they are not highlighted like the rooms with doorways. This could have easily been fixed before launching the game. Also, the symbols for the cards are hard to read on the yellow artworked rooms. In blends right in the background on them and I always have to point out that there is in fact a symbol for a card on those rooms.
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