Sewn Together: 25 Fun Projects to Sew with Kids
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This title features 25 delightful sewn projects made for parents to do with their children or tweens...
Anime Studio Story
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Produce your own hit anime starring a character of your making! Select a face, body, and presto!...
Purple Phoenix Games (2266 KP) rated You're Pulling My Leg! in Tabletop Games
Aug 3, 2020
Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L
You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!
To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.
After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!
At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.
That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.
Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.
So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Purple Phoenix Games (2266 KP) rated On the Rocks in Tabletop Games
Sep 7, 2021
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
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. -T
To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
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