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Imogen SB (4507 KP) rated Monopoly Fortnite Edition in Tabletop Games
Mar 19, 2019
'I must confess I do prefer it to most other forms of Monopoly that are neglected in my cupboard gathering dust. For me, its best feature is that it isn’t actually just another version of Monopoly, although you will recognise the layout of the board, that is where comparisons stop, and this is a game in its own right.'
Nick Toovey, Zatu Games
https://www.board-game.co.uk/fortnite-monopoly-review/
Nick Toovey, Zatu Games
https://www.board-game.co.uk/fortnite-monopoly-review/

Imogen SB (4507 KP) rated AuZtralia in Tabletop Games
Mar 19, 2019
'Auztralia is easily one of the best gaming experiences I've had this year, which is high praise since I don't normally care for co-ops. I look forward to repeatedly returning to the down under, where “that is not dead can enteral lie” unless us pesky humans poke it with a sharp stick.'
Wade Monnig, There will be games
https://therewillbe.games/articles-boardgame-reviews/6238-auztralia-board-game-review
Wade Monnig, There will be games
https://therewillbe.games/articles-boardgame-reviews/6238-auztralia-board-game-review

The Marinated Meeple (1853 KP) created a poll
Nov 12, 2019

The Marinated Meeple (1853 KP) rated Catan in Tabletop Games
Oct 5, 2018
It's a good game to trading and playing the odds
Picking a settlement means picking specific numbers to get specific resources. when rolling two dice the most likely roll is a 7 statistically. with 6's and 8's being the next most and so on both up and down. Starting the game fast is vital so your placements are vital. then you collect resources and build from there. Negotiation with your neighbors to trade what you have to get what you need is a great part of the game.... unless you play with the people who just don't trade.... which happens. Also if the rolls are going to everyone else's numbers and not yours, there is literally nothing you can do about it. This game can be both amazing and frustrating at the same time, and with the right people this is a great time. It has some flaws but over all it's a great gateway game into modern board games, and everyone should play it once in their lifetimes even if you out grow it shortly after.... If all you play is monopoly and scrabble, this is a game that will blow your mind.

Rummy 45 - Remi Etalat
Games and Entertainment
App
This is an online Traditional Rummy Game. You can play anytime, with whom you want, when you want!...

Cottage Garden
Games
App
COTTAGE GARDEN - a colorful sea of flowers, framed by walls, paths, and hedges. As ambitious...

Emma @ The Movies (1786 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Jun 28, 2019 (Updated Sep 25, 2019)
Twenty years after the events of the first film, the infamous board game has evolved into a video game and while cleaning out a school's basement serving detention, four teenagers find it and get sucked into the same jungle setting that Alan Parrish got sucked into all those years ago. Having become their avatars inside the game the only way out is to play along and finish it.
You see Jumanji, and instantly you think "bleurgh, they're not remaking it are they?!"
Having missed the Unlimited Screening because of my work Christmas do, I dragged myself out of bed to see the preview the next morning... and oh my god was it worth the early start. Honestly, I would watch it again in a heartbeat. It is just good old fashioned fun.
I wasn't sure how they were going to turn the board game into a video game, but I really liked the way they did it. From there on I was completely sold on it. I love all four of the main actors, and watching them playing teenagers was so entertaining. Jack Black has to be my hero, diva to a T. Little upsetting to see Bobby Cannavale as the baddie though, that's one fantasy man out of the window, can't go dreaming about him after seeing creepy crawlies all over him.
This one will definitely be in my DVD collection when it comes out, and yes, I will be shouting "Jumanji" out at the end.
You see Jumanji, and instantly you think "bleurgh, they're not remaking it are they?!"
Having missed the Unlimited Screening because of my work Christmas do, I dragged myself out of bed to see the preview the next morning... and oh my god was it worth the early start. Honestly, I would watch it again in a heartbeat. It is just good old fashioned fun.
I wasn't sure how they were going to turn the board game into a video game, but I really liked the way they did it. From there on I was completely sold on it. I love all four of the main actors, and watching them playing teenagers was so entertaining. Jack Black has to be my hero, diva to a T. Little upsetting to see Bobby Cannavale as the baddie though, that's one fantasy man out of the window, can't go dreaming about him after seeing creepy crawlies all over him.
This one will definitely be in my DVD collection when it comes out, and yes, I will be shouting "Jumanji" out at the end.

NORTH & SOUTH - The Game (Pocket Edition)
Games
App
RELIVE THE NORTH& SOUTH CULT GAME REMODELED! An absolute must for all retro fans! North & South...

Slade Jeffries (11 KP) rated Betrayal at Baldur's Gate in Tabletop Games
Mar 21, 2019
Just as great as the original with a fantasy twist.
Betrayal at Baldur's Gate is a fantastic game. The original Betrayal game is my all time favorite game and I was worried this game would be a cheap reskin, but I was mistaken. Baldur's sets itself apart with a few changes to the game that actually work very well. Now playable characters have abilities based on their class that are actually very useful. Instead of exploring a house you are exploring a city which has lots of cool areas to find and secrets to uncover. The best part about all the Betrayal games is the fact that almost every play through can be different because of the way scenarios are randomized. Every scenario I have played has been fun and completely different from others. The quality of the pieces is also fantastic the tokens are on thick cardboard that is very sturdy. Now this game is a little difficult for people new to more complex board games like this, and maybe there could be a better way to explain the rules to new players. All in all Betrayal at Baldur's Gate is a fantastic game that you will play again and again, while probably never playing the same scenario twice.

Purple Phoenix Games (2266 KP) rated Lost Ruins of Arnak in Tabletop Games
Feb 7, 2021
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.