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Munchkin
Munchkin
2001 | Card Game, Fantasy, Fighting, Humor
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.

In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!

DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T

Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.

Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.

Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.

Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.

Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.

We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
  
MH
More Holmes for the Holidays
6
6.0 (1 Ratings)
Book Rating
[a:Martin H. Greenberg|6436872|Martin H. Greenberg|http://www.goodreads.com/assets/nophoto/nophoto-M-50x66.jpg] and company have provided a fine collection of Sherlockian holiday stories that fit in quite well with the traditional set.

"The Christmas Gift" by Anne Perry is a nice little piece about a stolen Stradivarius and a couple who want to marry against the wishes of the young lady's father. There is an excellent red herring, one of the few in this anthology.

In "The Four Wise Men" by Peter Lovesey, Watson must answer a call to duty from his former commanding officer in the Army, in order to help guard a medieval treasure in a Christmas pageant. The game is soon afoot, and Sherlock's powers of observation are as keen as ever.

Barbara Paul's "Eleemosynary, My Dear Watson" gives Holmes a jewel theft and a kidnapping to solve, which he does in his inimitable way. One clue seemed slightly too obvious to me, but it may not to other readers.

In "The Adventure of the Greatest Gift" by Loren D. Estleman, Holmes receives a wax cylinder containing a recording of a song popular in America. He takes it as a warning of a crime which could lead to war between Britain and France, and of course he leaps into action. This is Mycroft Holmes' only appearance in the volume.

There's plenty of misdirection in "The Case of the Rajah's Emerald" by Carolyn Wheat. Somehow, though, I suspected one of the great revelations in this one from the beginning, but I couldn't tell you exactly why. It didn't ruin the story for me, and there was still a surprise at the end.

On the other hand, Edward D. Hoch's "The Christmas Conspiracy" managed to take me completely unawares. I couldn't fathom why the crime would be committed or by whom, despite having a major clue dropped by one character. Very well done!

"The Music of Christmas" by L.B. Greenwood telegraphed the identity of the criminal from the start, but was well worth reading. One of the characters also tugged at the heartstrings.

Bill Crider's "The Adventure of the Christmas Bear" is largely memorable because of the appearance of Oscar Wilde as a character.

"The Adventure of the Naturalist's Stock Pin" by Jon L. Breen gives us Charles Darwin as Holmes' client. The mystery is less Sherlockian than some of the others, but I didn't mind reading it.

Daniel Stashower's "The Adventure of the Second Violet" was an interesting twist on a well-known Christmas story. I cannot say more without spoiling it, but he has a nice touch.

"The Human Mystery" by Tanith Lee is as dark as I expect from her, and was a depressing ending to the collection. It was, however, very well-written.

The anthology left me hungry for more Holmes, and wishing that I weren't between seasons of BBC's Sherlock or that I had another collection of stories on hand. That's the sign of a success, I think.
  
Kleptokittens!
Kleptokittens!
2021 | Kids Game, Memory
Growing up, I didn’t really have pets. We had a couple hamsters, fish, and even a turtle for a bit, but nothing that lived outside of a cage/tank. My cousins had cats, and I remember I loved going to visit them and play with the kitties! Many a time, a small item (be it a sock, shoe, Beanie Baby, you name it) would be ‘misplaced’ by its human owner, only to later be found in one of the cat beds. So when I heard about Kleptokittens!, it was a hilariously real theme that I knew I had to try out. Keep reading to see if this game has been missing from your life!

Disclaimer: We were provided with a Tabletop Simulator version of this game for the purposes of this preview. The images below are screenshots from my plays. The components may not be finalized and could change after a successful Kickstarter campaign. -L

Kleptokittens! is a memory game of push your luck in which players are trying to amass the most points over the course of 5 rounds. Setup is simple – shuffle the deck of cards, and then lay them out face-down in a grid. Each player receives a Stash player mat, and the point tokens are set off to the side. Grab a timer, choose a starting player, and you are good to go!

On your turn, you will have 30 seconds to flip over cards and match as many pairs as possible. If you turn over a match, leave them face-up, and continue flipping cards. If the 2 cards you revealed do not match, flip them back face-down and keep looking for a pair. At the end of the 30 seconds, count up the number of matches you found, and take as many treasure tokens to your Stash. The game then moves to the next player, the cards are reset (either flipped back facedown, or shuffled and placed anew for an added challenge) and the game continues until all players have had a turn. That signifies the end of the first round. A new round commences as before, and the game keeps going until 5 rounds have been completed. The player who has amassed the most treasure tokens is named the winner!


Seems simple enough, right? Well, there are a couple of twists. If, at any point in your turn, you reveal a Spray Bottle, your turn immediately ends, regardless of how much time is remaining on your timer. You will then only score your last match made, and any previous matches this turn are lost! How much are you willing to push your luck to make matches? Or should you play it safe and quit while you’re ahead? It’s ultimately up to you! Conversely, you could also flip over a Catnip card. Catnip cards are collected to your Stash and are score multipliers at the end of the game! Put your memory to the test, and see how far you are willing to push your luck in hopes of coming out victorious.
At its core, Kleptokittens! is a matching/memory game, and the gameplay is pretty straightforward. The Spray Bottle and Catnip cards add that small element of push your luck that really helps elevate it beyond a simple matching game. You’ve got 3 matches – should you risk going for a 4th, and thus take the lead? Or should you play it safe, since you can’t remember exactly where you last saw that Spray Bottle card? There are some real stakes in this game, and that keeps the gameplay engaging for everyone. Another great thing about Kleptokittens? It’s really accessible for younger gamers! Matching and memory games are great for development in children. And it’s not every day that you find a game fun for adults that can also be played by the littles. The gameplay can be tailored to the group as well. Got a bunch of junior gamers? Maybe take out the Spray Bottle and Catnip cards for now and extend that timer to 1 full minute. Playing with a bunch of adult friends? Try re-shuffling the deck after every player so nobody can rely on the previous player’s grid for their memory of card placements. You can play this game with just about anyone, and that is the sign of a good game to me.


As mentioned earlier, this was a Tabletop Simulator version of the game, so I can’t really talk too much about component quality. I will say however that the art style is cute and fun, and matches the lighthearted feel of the game. The digital version of the game looks great, and I can’t wait to see how the physical version turns out!
Overall, I think that Kleptokittens! is a fun little filler game. A memory/matching game isn’t that novel these days, but the addition of the push your luck element makes for a unique gameplay that feels fun and fresh. The theme is cute, the gameplay is straightforward and simple to understand, and it can be played with gamers of all ages – so what’s not to love? If you’re in the market for something light and fun, I would recommend checking out Kleptokittens! It hits Kickstarter on June 23, 2021, so be sure to snatch it up like kittens snatch up little treasures in this game!
  
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Tom Chaplin recommended Retriever by Ron Sexsmith in Music (curated)

 
Retriever by Ron Sexsmith
Retriever by Ron Sexsmith
(0 Ratings)
Album Favorite

"He’s one of those people, once you get into it, it’s very hard to listen to anything else for a while. I used to hear the name, and people would recommend him but once I got into him it was like finding a treasure trove with all these amazing albums. Retriever’s probably my favourite, his lyrics are so conversational, they reflect everyday life, the difficulty of navigating it, so perfectly. We met a few years ago, he’s real hero of mine but I think he’s quite used to lots of people, way more successful and lauded than I will ever be, people like Macca, Chris Martin, Elvis Costello, coming up and praising him. He is a bit of an artists’ artist in a way. So I got the sense that he thought, “Oh great, another person in a band that likes me but why doesn’t the public-at-large like me!”. I just don’t understand it, myself. Maybe this is the problem, he’s got a straight, almost pub rock sound to what he does, maybe that puts people off, but it’s much more layered and intricate. That, for me, is often the mark of a great songwriter where you’re lulled into thinking the songs are simple or superficial but when you really listen to them, you realise it’s articulating something way more profound. in fact that reminds me, when I finally got into him, it’s because I went to Glastonbury five or six years ago as a punter. I’d had a really shit time, it was a bit of a complicated time in my life, I kept having to go to the American embassy to do all these blood tests and piss tests to try and get into America, because things had got out in the press that I’d had a few issues with alcohol and drugs and the American embassy had said, “You’re not coming in”. I remember feeling so fucking miserable and then I turned up at Glastonbury and I just walked into this tent and he played a song called 'All In Good Time', it’s all about how what you consider to be a big deal is insignificant when you look back at it with hindsight. I heard this song for the first time and it was so resonant and potent in that specific moment, it was like, “Wow, this is exactly where I’m at”. It was like he was telling me, “Don’t worry, it’s going to be alright!”."

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