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Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
Sheepy Time
Sheepy Time
2021 | Animals, Card Game
Have you ever had trouble falling asleep? One method that supposedly helps lull you into a gentle slumber is counting sheep – imagine sheep prancing across a field and jumping over a fence. What seems like a simple and mundane task to us is actually a full-time job for these Dream Sheep! So put on your PJ’s, lace up your slippers (?), and clock in for a night of fence-jumping, all while avoiding the spooky Nightmares that will try to scare you awake!

Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L

Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!

Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.


If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!

I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.

Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!

So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
I love the science behind the cards (4 more)
fun to imagine
Building an engine and working with the cards
finding and exploiting synergies
managing your resources and timing.
can feel lucky based on cards that come up or don't come up. (1 more)
NEEDS to have an aftermarket system of keeping the cubes in place.
One of my favorite games right now.
I adore this game. I have so many good tings to say about it. The fact that all the cards are based on hypothetical science is amazing. Who doesn't love the Idea of throwing asteroids at the planet, or building a city with a dome, or even shooting lasers. The boards require an extra component in my mind and that is a board with raised edges to keep the cubes from accidentally moving around. This is the biggest detriment. You can find them online for about $5 -10 a piece. I love this game, and it's much better with these and I found it absolutely worth it. But I think if I was lukewarm on it, this might piss me off. Definitely try before you buy, but it's an amazing game. And there is an APP being developed now for it, so be on the lookout for that soon.
  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Terraforming Mars is one of the current hallmarks of today's tabletop gaming. It's based around building an engine to turn Mars into a livable land using cards. As a sci-fi lover, its theme is fantastic. Its art.... Is mostly stock pictures, which doesn't bother me too much, but could be a nitpick for other folks. It's component quality is okay, but the player boards, thanks to the squares that are your primary tokens/markers, can easily be bumped and ruin your board. I highly recommend getting 3rd party player boards that have recesses to solve this problem.

Every turn, every player draws cards and decides which ones they want to keep. Then use resources to either terraform mars or improve their engine using cards. The game length can be highly dependent on group. I've talked to people who have games last up to four hours as people focus solely on engines versus terraforming Mars actually. My personal meta has it around 1.5 hours (with expansions). The early game can be very slow and sometimes you just never draw the cards you need for your planned engines.

Still though, I love this game for its heavy emphasis on theme and on how good a powerful engine can be.
  
Zombie Dice
Zombie Dice
2010 | Dice Game, Horror, Humor, Party Game, Zombie / Survivalist
Quick to Play (2 more)
Easy instructions to learn
Expansions available
Based on luck (on which i have none when it comes to dice) (0 more)
Quick, Easy and Fun!
Zombie Dice! A quick game so heres a quick review!

Easy to play with simple rules and always a party favourite from my experience. The rules are as follow (base game only):

- shake up the cup of dice and blindly pick three dice
- roll the three dice chosen and try to collect brains
- If your not feeling lucky, bank any brains you have and end your go
- 3 shots and your go is over, losing any brains you havent banked
- Any runners must be used for the next roll if you decide not to end your go, so if you have one runner, you use that one runner and blindly pick two more dice from the bucket to roll your next go.
- the first to 13 brains collected wins the game (or round if you play it multiple times in a row)

Its so simple to learn, so much fun to play and can easily be adapted into a drinking game (just saying). I highly recommend Zombie Dice for a quick and easy game and a cheaper option compared big board games that take hours to play.
  
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