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Custom Heroes
Custom Heroes
2017 | Card Game, Fantasy
You know that feeling when you play a game that FEELS familiar, but has really improved on certain aspects? Take, for example, the famed “Yahtzee mechanic” that has been extended and improved upon by so many games. Or the “I Cut, You Choose mechanic” that has shown up in several titles with slight variations to improve it? Well such was my feeling when cracking open Custom Heroes. I thought to myself, “Man, this feels natural in my hands, but it’s better.” I know I left myself open for tons of jokes here, but this is a PG(ish) forum, so keep it classy, everyone.

Custom Heroes is a fantasy/sci-fi-themed, customization, ladder-climbing, trick-taking card game for two to six players. In it players are using their hand of cards to win tricks (a la Tichu). The twist is that each card is able to be upgraded by using various Advancements that are added directly into the same sleeve as the base card. The winner of the game is they who amass 10 or more points and win a subsequent hand.


Before the first game after unboxing, all Character Cards will need to be sleeved. These Character Cards are numbered from 1-10 and come in six sets (one set of 10 cards for each player, at max player count). To setup the game, each player chooses a Player Screen to hide their resources and provide the scoring table. Shuffle the Character cards and deal each player a hand of 10 cards. For this review, I will be using the two-player rules. Players also begin with 1VP Token and 2 Power Tokens, along with an Ascended Form Advancement Card and Kodora Advancement Card. In a two-player game, players begin with three total Advancement Cards, as shown in the photo below. The rest of the VP Tokens and Power Tokens are placed (or thrown, in my case) on the table, and the remainder of the Advancement Cards are shuffled and placed in the bag to be drawn randomly throughout the game. The battle for tricks may now begin!
As with all (most?) trick-taking games, Custom Heroes is played over a series of rounds. However, Custom Heroes is played across three phases: Upkeep, Main, Scoring. During the Upkeep phase, the deck of Character Cards is shuffled and 10 cards are dealt to each player. On each player’s turn during the Main phase, they will decide if they would like to upgrade any card by sleeving Advancement Cards along with the Character Cards. These Advancement Cards are clear plastic and will alter the value of the card, provide special abilities, or provide modifiers to the card’s value. Sleeving new Advancements may be done at any time during the turn, before playing it, but the caveat is that ALL cards are shuffled and dealt to players after every round, so the chances of receiving that same card in future hands diminishes with each additional player at the table!

Once Advancements have been applied, or whilst applying, the players will determine the lead play. A lead could be a single card or several matching cards in a set. The following player will need to play a card, or cards, of the same number, but of higher value. For example, if a single 7 was led, only a single 8, 9, or 10 will beat it. However, if a pair of 5s was led, a pair of 6-10 will beat that lead. Players may pass if they cannot, or choose not to, beat the current trick, and can engage in play on a future trick. Once a player has run out of cards for the hand, or all players have passed. The first player to run out of cards, or the last player to play a card, wins the hand and receives the benefits listed on the scoring table shown below. Again, when a player earns 10 VP and wins a hand, they win!


A few notes about Advancement Cards. The Ascended Form card given to all players at setup will allow the player to win the trick for that round once played. It is essentially a wild insta-win card. That is, unless another player plays an Ascended Form on top of it and wins with the most recent Ascended Form. The Kodora card, however, can be played to the player’s tableau instead of as a card in a trick. When played this way, the player “bets” two VP Tokens that they will win the hand. If they do, they gain an additional two VP Tokens, but lose their bet if they do not finish in 1st Place. All other Advancement Cards may be added to the Character Card sleeve as long as the associated gem icon at the bottom is not already present in the sleeve. As there are four gem slots on Character Cards, each Character may be upgraded four total times.
Components. This one comes with a number of components of different types. The tokens are all small, but not too small, the bag is cool, but obviously the main attractions are the clear plastic cards and sleeves common to the Card Crafting System that AEG produced. I think I first saw this idea of layering plastic cards on top of one another in the Gloom series, though it may have existed even before that. I adore this idea and really fell in love with it when I was big into Mystic Vale, also from John D. Clair and AEG. So components for me get a big ol’ seal of approval. I love ’em.

Similarly, I think the gameplay gets a big seal of approval from me. Like I said, I was big into Mystic Vale for a while, but I think that Cusom Heroes, to me, trumps it in many ways. Though both boxes mention games approximately taking around 45 minutes, I found Mystic Vale to be much longer, mostly due to having to explain and re-explain rules and oddities to players at the table. It feels like Custom Heroes has cut down the complexity of gameplay, especially for newer gamers. I can bring out Custom Heroes and have it taught and played in under an hour – a feat I still haven’t mastered with Mystic Vale.

I think that I also prefer the trick-taking style of Custom Heroes a bit more. My family really enjoys playing Euchre at family reunions and other events, and while Custom Heroes isn’t a Euchre clone at all, the feel is very similar. There is still a led card, and cards that are more valuable to be played atop them in order to win tricks. While there isn’t necessarily any suits in Custom Heroes, the ability to trump an entire hand with an Ascended Form Advancement or other Advancements adds a layer (see what I did there) of strategy and tactics that is just so satisfying. I am a big fan of games that allow players to upgrade their starting resources, or level up their characters, and this one fits right inside a little 60 minute pocket and is relatively easy to teach and play.

All in all, I am so glad I found this one at my FLGS (well, not super local), and there was a big sale going on. I picked it up solely for the Card Crafting System logo and it was a big hit for me. This will completely replace Mystic Vale for me in my collection, and I couldn’t be happier with that. If you are looking for something quick, easy, but full of choices and modifications, this is certainly the game for you. It’s the game for me, and that’s why Purple Phoenix Games gives Custom Heroes a mostly-upgraded 5 / 6. Could this reach into my Top 10 someday, or earn a Golden Feather Award? It is entirely possible. We shall see with more and more plays. I am excited to give it many more plays and find out! Are you in?
  
Avengers West Coast: Darker than Scarlet
Avengers West Coast: Darker than Scarlet
John Byrne | 2008
8
8.0 (1 Ratings)
Book Rating
I took advantage of some great Marvel sales on Comixology the end of last month. It was a great opportunity to revisit HOUSE OF M (which I had own the TPB of it when still owned the physical copies, instead of the digital ones I now favor). I bought that one, WCA: DARKER THAN SCARLET, X-MEN: DECIMATION - SON OF M, DECIMATION: HOUSE OF M - THE DAY AFTER, and AVENGERS: THE CHILDREN'S CRUSADE. I started WCA: DTS the end of last week, finishing it up today.

First, I just want to open with what a refreshing breath it was to return to late 1989 for this read. It was a simpler time, in which you could tell the villains from the heroes, where heroes actually did <b>good things</b> on account of, you know, them being heroes and all, and where villains committed actual <i>dirty deeds</i>! And it was also a time when Marvel still understood that publishing good comic books didn't mean dovetailing each and every event into another event six months later, followed by *another* event six months <after> the first two!

One of the big draws for this trade was getting to see John Byrne back when he was totally on his game (not that he has ever been off his game). Seriously, it was worth it just to see him draw the 'M' fam again: Magneto, Scarlet With and Quicksilver! So, so good! And best of all? The art was actually drawn on paper, with inks, no computer aiding at that point in comic publishing!

And while his style was somewhat different that Byrne's, Paul Ryan did an equally great job as the penciller for the remainder of the story's last three issues. I had forgotten how I much I had liked his art back in the day, stirring up fond memories of his run as penciller on IRON MAN, also in the late 80s. #goodtimes

In addition to handling the art chores, Byrne also provided the writing. Equally admirable is the way Roy Thomas, and his wife Dann, took over the writing beginning with Issue #60, providing a seamless transition from Byrne. Both writers provided a fun sense, even when the danger was mounting against them, of the Avengers.

So, as much as I loved this trade, I also feel the need to let you all know the dialogue at points felt a little clunky, maybe a little dated. However, it was nothing that took away from my overall enjoyment of this volume. At points where the dialogue didn't feel all that good, I just went and re-read it with names, or words, that fit better. Again, nothing that should diminish the fun factor here, unless you are one of <i>those kind</i> of comic readers!

In concluding, I just want to say this was a good read. It is especially important, perhaps even so far as dubbing it "required reading", before starting HOUSE OF M. In an age where the fun has diminished greatly in the superhero comics, it is good to have something like this to read, which helps us escape the "doom 'n goom" of this so un-fun era!
  
Pokémon: Detective Pikachu  (2019)
Pokémon: Detective Pikachu (2019)
2019 | Animation, Comedy, Fantasy
Much better than I was expecting
I never really 'got' Pokémon. I've never watched it, never read it, never had any interest in it whatsoever. I actually gave the game Pokémon Go a shot, as I was already a big fan of Niantic's previous game, Ingress. But swiping balls randomly at floating animated creatures on the screen? Yeah, not really my idea of fun. So, why then would I go watch a Pokémon movie where, for some strange reason, Deadpool is voicing the lead character, a cute little fluffy Pikachu? Well, in the interests of providing balanced, impartial Smashbomb reviews that's why. And, because my nephew asked me to take him...

I guess one of my concerns before heading in to see Detective Pikachu was how exactly the Pokémon we're going to be portrayed. If this was going to be some kind of Smurfs or Alvin and the Chipmunks style movie, where over-the-top CGI characters are thrust upon the world of over-the-top human characters in some crazy adventure aimed at six year olds, then I wouldn't be very happy. Thankfully, it turned out to be the compete opposite.

21 year old Tim receives news that his father, top detective Harry Goodman, has gone missing following a car accident, and is presumed dead. He travels to his father's place of work - Ryme City, a modern metropolis where humans and Pokémon live happily side by side - and joins forces with Harry's Pokémon partner, Detective Pikachu. Tim discovers that he can understand what the wise cracking, cute little Pikachu is saying to him and they set about trying to get to the bottom of the mystery surrounding Harry's suspected death.

I was pretty impressed from the offset just how well this movie is presented. It's set in a world where humans and these strange, wonderful creatures live alongside each other in harmony, yet the Pokémon are never really presented in that wacky manner that I described earlier with other CGI character movies. It's extremely well done and feels both natural and believable. And because the focus of the movie is more on the story, and the mystery to be solved, rather than revelling in the fact that this is a live action Pokémon movie, it made it all the more enjoyable. This felt to me something more alike to 'Who Framed Roger Rabbit'. And I really liked it!

Better still, I rarely felt as though I needed any prior knowledge of Pokémon in order to appreciate and enjoy it. There's a brief explainer near the beginning regarding the whole trainer/balls/battles concept, which didn't make it any less ridiculous as far as I'm concerned, but that just didn't matter as it wasn't really necessary to the main plot. Having never experienced Pokémon in any other media form, I obviously can't comment on how faithful this is to any of that, but as a family movie I'd say this is a pretty big hit.