
Purple Phoenix Games (2266 KP) rated Revolution! in Tabletop Games
Oct 31, 2019
Revolution! is an area control bidding game of influencing kingdom inhabitants to jockey for a superior position of power to win the game. The key is influencing the right people at the right time to gain resources, influence in the kingdom, and support (VPs).
DISCLAIMER – We are using the expansion “The Palace” along with our review as it add components to play with up to 6 people, and our game nights tend toward 6 players more than 4. The base game alone plays up to 4 players and uses 4 fewer characters to influence. Should we add in the “Anarchy” expansion we will either add that information here or link to the review from here. -T
To setup, place the main kingdom board on the table that outlines the different districts in which the players will be vying for majority influence. Each player chooses a color and receives all color-matched components: player reference screen, cubes, disc, and one bid board (which are all identical). Each player will also receive one Force token (red fist), Blackmail token (black envelope), and three Gold tokens (gold coins). You are now ready to begin.
Turns are taken simultaneously. Players will place tokens on their bid boards to denote which type of influence they plan to exert on an inhabitant and how many of each. For instance, you may place all your coins on the General and hope you win. Or maybe you want to place a coin and a blackmail on the Printer. Once all players have placed their influence on their boards, the privacy screens are lifted and each kingdom character is compared individually, one by one. Did your three Coins on the General fly, or did someone add a Blackmail token and prevail? Wait, one Blackmail wins? Yes, in Revolution! the gold Coins are the lowest value influence. So one Blackmail alone is enough to win against ANY NUMBER of Coins. Now, one Blackmail alone is defeated by one Blackmail and one Coin, but simply one Force would beat both of those attempts, as Force is the most powerful token type, but not all inhabitants are affected by Force. Take your General for example. Their color on the bid board is red, meaning that a red token will have no effect here. Once the winners of each kingdom person have been determined, the winners receive the benefits offered by each character. I will not go into detail the benefits each character gives you, but for an example (shown below on the play pic), the General awards the winner with one Support (VP), one Force (fist token), and you may place an influence cube in the Fortress. Before the next turn, each player will check their token collection and anyone who has less than five tokens will receive a number of Coins to bring their collection to five tokens.
As the bidding phase gains you resources for future rounds, or instant Support, etc, the second half of a round is influencing the different districts within the kingdom. You do this placing your won cubes on any space within a specific district to attempt majority control of it. At the end of the game, the players with majority control of each district will receive Support for the districts that correspond with what is printed on the board. These are VERY important as you can amass tons of Support from district majorities. The game continues in this fashion for a number of rounds until all influence spaces on the main kingdom board are full. Players then check for majority in each district and apply Support on the VP track. The player with the most Support at the end of the game is the winner! (It will be Kristin.)
Components. This is a heavy game, not in complexity, but in component weight. The boards are all of great quality, the cardboard tokens are nice, the wooden cubes are typical quality. The art on the game is good, if dated, but good. I have no complaints about the components.
As you can see from our scores at the top, we REALLY like this game. As one of the highest ranking games on BGG from Steve Jackson Games, this one delivers a great time of double thinking, bluffing your neighbors, and certainly rewards players for their great strategy. We used to play this game ALL THE TIME until it became futile playing against my wife. She is that good. At one point I thought I had her strategy figured out, but I have since lost it. However, I am always eager to play this and try again. One of these days I will claim victory. Revolution! could definitely stand an update, or re-theme, or something along with a reprint to bring it into more homes, but I am glad I have a copy (with all the expansions *shoulder brush*) and it will not be leaving my collection any time soon. That’s a mark of a great game, and that’s partly why Purple Phoenix Games gives this one a close-to-a-Golden-Feather-Award-recipient 23 / 24. If you see one in the wild, pick it up!

Gareth von Kallenbach (980 KP) rated Knack in Video Games
Jun 19, 2019
Players play as Knack, a shape changing creation that was created by a professor using powerful and ancient relics. The relics are used as power in the societies of the world and when the Goblin race breaks a longstanding truce with new and powerful weapons of war, humanity finds itself needed to answer the threat.
A wealthy industrialist named Victor wants to use his army of robots to answer the Goblin threat but the Doctor who created Knack convinces the leaders that his creation is a more capable solution to the problem and as such is assigned to investigate and resolve the Goblin threat.
The game is divided into chapters and sub chapters and playing as Knack players must travel through caves, temples, fortresses, and other locales in missions which combine platform jumping, fighting, and puzzle solving. Players can locate hidden objects that when combined offer power ups such a relic finder and many other options that will help with the completion of the game.
Knack grows and regains health when relics are found and in time will learn how to add rocks, ice, and other substances to his matrix which in turn will allow him to be gigantic in nature for some of the games bigger battles. I will admit to taking some fiendish delight in swatting aside smaller enemies like gnats when I was able to bulk Knack up to a massive size. The game limits when Knack can reach gargantuan size as it keeps his scale in check with what the level requirements are.
There are also sun crystals that Knack can obtain which will allow him to unleash some super moves. Players can store up to three such power ups and once used, several crystals are needed to replenish what was used.
While the gameplay is fairly basic in that jumping, fighting, climbing, and avoiding enemy attacks there is some frustration with the at times repetitive nature of the levels and in game combat. While fun, it at times became boring as the game went along and it was also hampered by some of the camera angles in games that often made me resort to trial and error. This is frustrating as the game uses a checkpoint save and respawn system as once I was able to get through a tricky part of the game, I went over a cliff and had to replay a large portion of the game. This was frustrating as the camera only gave me an over the shoulder view and I could not see how much space was ahead of me. Other chapters cut to a cut scene in a similar situation but this one required me to inch forwards carefully to trigger the cutscene.
While the game does allow you to continue if you quit, I find myself having to re-watch tons of animation and replay several early stages of a level to get back to where I left off.
While the voice acting and story are nothing special the game is fun to play for what it is and I did enjoy several parts of the game despite the frustrations I mentioned earlier. The graphics are solid and while not showcases for the power of the system provide an interesting and engaging setting for the game and the numerous enemies and traps players will face.
The game has received some negative press to date which I think is highly unfair. Many people in my opinion are judging the game for what it was not rather than what it was. While it could have been a better game, it is a fun and enjoyable game for those who have more moderate expectations and would be ideal for younger players who are looking for something to play on the Playstation 4 that is age appropriate.
http://sknr.net/2014/01/26/knack/

Purple Phoenix Games (2266 KP) rated The Imposter Kings in Tabletop Games
May 1, 2021
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. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.

Purple Phoenix Games (2266 KP) rated Abstract Academy in Tabletop Games
Feb 25, 2022
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.

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Gareth von Kallenbach (980 KP) rated the PC version of GhostWire: Tokyo in Video Games
Apr 15, 2022
The game is set in a post-disaster Tokyo where the player character Akito is saved from death by a spirit known as KK who possesses the body of Akito and gives him supernatural powers to complete his quests.
Playing from a first-person perspective, players must explore a highly-detailed city to complete various mission objectives all the while staying clear of a deadly fog and evil creatures who know roam the city.
Players will be able to use special attack and defensive abilities which they can upgrade over time but must also be aware of the need to replenish the magic that powers them so being selective with attacks is a wise idea vs trying to rapidly cut down all enemies that are encountered.
Players can also obtain a Bow which can help when powers need to be recharged and seeing how dangerous and abundant enemies are, this is a good thing.
Akito is also hoping to save his sister who has been targeted by the main enemies in the game and this enables conflict between Akito and KK as they must work with one another despite seeming to have differing agendas.
The detailed city allows players to gather food for their health as well as Charms that can be redeemed at phone booths which will aid in their quest and the highly-detailed city is great to explore when not engaged in combat.
I did not see an option for English narration and while I had no problems at all with the Japanese spoken in the game, looking at the translation on the screen at times distracted me from some of the more intense segments and action.
The powers Akito deployed were very enjoyable and seeing the colorful discharges and defense modes really added to an already intense and engaging game. My only real issue with the game was the detailed story caused abundant and at times lengthy narrative scenes and when you just completed one to have another arise soon after a brief moment of player-controlled action often gave me the impression that I was watching the game versus controlling the action.
Fortunately, as the game unfolded the action and story were more than enough to keep my attention and made Ghostwire Tokyo one of the more unique and engaging games in recent memory and one that I recommend any Horror fan play.
4 stars out of 5

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