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Lair
Lair
2019 | Card Game, City Building, Racing, Spies / Espionage
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.

Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!

Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L

To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!

So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.

Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.

As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
  
Patron Of Mercy (Lords of The Underworld #3)
Patron Of Mercy (Lords of The Underworld #3)
Sam Burns, W.M. Fawkes | 2019 | LGBTQ+, Romance, Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
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**
  
Major League (1989)
Major League (1989)
1989 | Comedy, Sport
Remove the Love Story and You've Got a Classic
When the new Cleveland Indians owner puts together a group of losers so the team will lose on purpose, the team bands together to try and exceed expectations.

Acting: 8
I’ve seen these actors in a number of different movies and I’m pretty sure all of them would agree that they’ve had better performances. Don’t get me wrong, it’s not horrid but no one is winning an Oscar here. My particular favorite was Bob Uecker playing the role of baseball analyst Harry Doyle. He makes every single game even more hilarious than what it already is with his random quips and jabs.

Beginning: 5

Characters: 10

Cinematography/Visuals: 7

Conflict: 8

Entertainment Value: 9
Despite the god-awful love story they try and incite, the movie shines the most when the players are actually on the field. The games are beyond entertaining as they add the most pop to the comedy. The team is definitely one you can get behind so it’s fun to watch them rise up the ranks and defy the evil owner.

Memorability: 6

Pace: 4

Plot: 8
The concept is fun and unique. I just wish they would have done away with the ridiculous love story. It really puts a damper on what the movie is trying to accomplish which is show a group of losers finally get their chance to be on top. The movie suffers slightly from trying to do too much when less should be more.

Resolution: 7
Great ending…dampered by the love story. Seriously, get rid of that and the movie would be phenomenal, a solid classic. Besides that, I enjoyed everything there was to love about the movie’s resolution.

Overall: 72
Major League is good, although I wanted to love it a lot more. It shines in certain moments while falling short in others. It’s quality is enough to give it at least one solid go-around.
  
Dice Forge
Dice Forge
2017 | Ancient, Dice Game, Fantasy
Dice are customizable. (3 more)
Components are nice.
Game has short play time.
Everyone rolls on everyone's turn. Results in little to no downtime.
Dice sides are hard to get off if the game is new. (1 more)
Almost no distinct difference between which die is for sun and which is for moon. Very hard to tell the color difference.
Most Interesting Dice Game I've Played
Players: 2-4
Ages: 8+
Time: 45 minutes

Dice: Guys they are customizable!!! Each side of the dice comes off! You can change them. It's so cool. As you play you have to strategize which die to put your new sides on. Which sides to buy with your gold, and think about what your chances are for rolling that side a lot to benefit you the most. I mean they are basically lego dice. It's amazing.
Componemts: The dice are solid but roll a little different than normal dice. You really have to give them a good roll. If you just lasily through them, sometimes they just end up on the same side it was already on because they are larger and heavier than normal smaller dice.
Play Time: 45 minutes is what it says on the box. If you are just playing the game, acurrate. But if you have to teach the game too. It takes longer. The longest part of teaching the game i found is the cards. The gameplay has a simple flow but the cards are all just symbols and I found I needed the reference guide in the rulebook closeby almost every time I play. The symbols just don't explain enough for each card.
Downtime between turns: There is little to none. On your turn, everyone rolls and then the active player may buy new dice sides or buy a card. The only waiting is for the active player to strategize in what they want to buy. But you can be thinking of that on their turns as well.
  
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