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Cartagena
Cartagena
2000 | Pirates, Racing
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!

If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.

During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.

“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.

If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.

Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.

So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.

Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
  
    Puzzle Quest 2

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“Rhyal was sitting in a wagon. She wriggled her nose. The stench awoke her from her meditation. She opened her eyes to see Ender snoring away. She sensed and knew where she was now. She peered out of the canvas covering to see the dark mountains of Grund Morr. It would be the last known feature she’d see as they passed through the Evermire swampland.”

    Conquest of the Evermire: 1. Hinterland Fortress is the first book in the Conquest of the Evermire series by author Ron Smorynski, author of the series Alfred and Knight of the Dead. (See the end of this review for links to reviews of all of those books as well). The novella follows adoptive siblings Rhyal, an elf, and Ender, a human. The two are on a journey to see the world outside of the elven havens. They have heard the stories and myths connected to Evermire, of treasure and glory, and decided to see it for themselves.

The book combines together a lot of my favorite fantasy things. An exciting adventure, interesting renditions of classic magical beings, strong bonds of friendship or family, a well-built world, and a lot of fun and quirky side characters. I found myself very drawn to the connection between Rhyal and Ender, their close bond already formed at the beginning of the book is engaging. I also really appreciated that, while they are trained and talented fighters, they acknowledge the difference physically and mentally in fighting in real life vs. practice. This added some realism and made the fighting more interesting to follow. My favorite side character in the book was Ligo. He is a fun, quirky, snarky gone with very big dreams. He added the lightness that this book needed to balance the dark setting and fights to the death.

What this novella really does is serve as an exciting set-up to the adventure. The book allows us to get to know some of the characters, learn a bit about the Evermire, but perhaps most importantly plant the seeds of several intriguing questions. I know just want to learn more about Rhyal and Ender’s pasts, more about the magic system, what is really hidden in the depth of the Evermire… This was an exciting start to a fun adventure that I look forward to continuing in the sequel: Conquest of the Evermire: 2. The Church.

The book is great for young adults as it is not unnecessarily dark or gory. I thought that this book was really fun and I am excited to see where it goes next!
  
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