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Purple Phoenix Games (2266 KP) rated Cthulhu Realms in Tabletop Games
Jun 12, 2019
Cthulhu – a theme that is deeply rooted in the board gaming world. There are SO MANY Cthulhu-based games and spin-offs of standard games. Some people really dig the theme, and some people really don’t. So where does this particular game fall on the spectrum? Keep reading to find out!
In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!
I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.
For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.
To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.
https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!
I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.
For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.
To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.
https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
Margaret A. Young (1 KP) rated Bears vs Babies in Tabletop Games
Nov 3, 2018 (Updated Nov 3, 2018)
Fun family or party game. (1 more)
Perfect for teens
Beasts vs Babies
Although my sons are known for loving their tech, we find table top games a great way to connect as a family. We really enjoy family game nights,but I have also been surprised by how much time my teen age son spends playing table top games when his friends come to visit. Everyone who comes to visit seems to love our game collection and they usually spend more time with card and board games than computers and gaming consoles.
We bought Bears vs. Babies because my sons loved Exploding Kittens which was created by the same people. While being a completely different game, I think this would appeal to anyone who enjoyed Exploding Kittens.
Bears vs Babies comes packaged in a sturdy box which is covered with fake fur. Although this is attractive, we bought a separate case for travel as the box it comes in is a bit bulky for camping and scouting trips, does not lock closed and the fur would get dirty quite easily. However, if you simply want it to keep it on a shelf it is fine, and the unique box does seem nice for a gift item.
Inside the box is the deck of cards, a rule book, another book of frequently asked questions, which I fact contains more rules, and a cloth playing mat. The frequently asked questions book says that you don't need to read it, but you really do. It shouldn't take more than a couple of minutes to read both, so do yourself a favour and have a quick read before starting the game.
This game has been played by my sons and their friends, ranging in ages from 8 - 13. This game is recommended for ages 10+, but I think it could be played with children as young as six with minor assistance, and my youngest was 9 when we got this.
Although the game is called Bears vs Babies, there is really only one bear unless you count a water bear, which isn't a bear at all. I think Beasts vs Babies would be a more accurate name. Some of the beasts you can make include a Grizzly Bear, a Llama, a Velociraptor, a Manatee and an undead looking rabbit. Or at least you can create creatures which look like a sin against nature with these heads. You collect and play other cards to add a body, legs, arms and accessories to your monsters, trying to get as many points as possible. The monsters are pitted against babies whose also look like abominations, though this is clearly intentional.
Game play is pretty simple. You are allowed to actions per turn. So you can add parts to your monsters, play an action card, draw cards or provoke babies. Babies and monsters are divided into three categories, land, sea and air. When a baby is provoked, all the babies of that category attack all monsters of the same category on the table. The one with the most points wins.
As with any game, we add a few personal twists to it. Instead of just calling provoke to start a battle with babies, you can make each player come up with a unique way to provoke them... energy drink in the baby bottles, hide their teddy bears, and so on. Adding sound effects for the winning monster can add to the fun as well.
While I wouldn't say this is game that can keep children or teens entertained for hours, it is something that is chosen regularly, by both my own children and visitors. A round of the game can take perhaps 20 minutes and this is usually played once in a session before moving on to another game. To be fair, the boys do say they prefer Exploding Kittens, And Exploding Kittens does get played more frequently, but this is still a very welcome addition to our games collection and I am well pleased with our purchase.
We bought Bears vs. Babies because my sons loved Exploding Kittens which was created by the same people. While being a completely different game, I think this would appeal to anyone who enjoyed Exploding Kittens.
Bears vs Babies comes packaged in a sturdy box which is covered with fake fur. Although this is attractive, we bought a separate case for travel as the box it comes in is a bit bulky for camping and scouting trips, does not lock closed and the fur would get dirty quite easily. However, if you simply want it to keep it on a shelf it is fine, and the unique box does seem nice for a gift item.
Inside the box is the deck of cards, a rule book, another book of frequently asked questions, which I fact contains more rules, and a cloth playing mat. The frequently asked questions book says that you don't need to read it, but you really do. It shouldn't take more than a couple of minutes to read both, so do yourself a favour and have a quick read before starting the game.
This game has been played by my sons and their friends, ranging in ages from 8 - 13. This game is recommended for ages 10+, but I think it could be played with children as young as six with minor assistance, and my youngest was 9 when we got this.
Although the game is called Bears vs Babies, there is really only one bear unless you count a water bear, which isn't a bear at all. I think Beasts vs Babies would be a more accurate name. Some of the beasts you can make include a Grizzly Bear, a Llama, a Velociraptor, a Manatee and an undead looking rabbit. Or at least you can create creatures which look like a sin against nature with these heads. You collect and play other cards to add a body, legs, arms and accessories to your monsters, trying to get as many points as possible. The monsters are pitted against babies whose also look like abominations, though this is clearly intentional.
Game play is pretty simple. You are allowed to actions per turn. So you can add parts to your monsters, play an action card, draw cards or provoke babies. Babies and monsters are divided into three categories, land, sea and air. When a baby is provoked, all the babies of that category attack all monsters of the same category on the table. The one with the most points wins.
As with any game, we add a few personal twists to it. Instead of just calling provoke to start a battle with babies, you can make each player come up with a unique way to provoke them... energy drink in the baby bottles, hide their teddy bears, and so on. Adding sound effects for the winning monster can add to the fun as well.
While I wouldn't say this is game that can keep children or teens entertained for hours, it is something that is chosen regularly, by both my own children and visitors. A round of the game can take perhaps 20 minutes and this is usually played once in a session before moving on to another game. To be fair, the boys do say they prefer Exploding Kittens, And Exploding Kittens does get played more frequently, but this is still a very welcome addition to our games collection and I am well pleased with our purchase.
Purple Phoenix Games (2266 KP) rated Dingo's Dreams in Tabletop Games
Mar 25, 2020
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
Purple Phoenix Games (2266 KP) rated Point Salad in Tabletop Games
Nov 1, 2021
What does “elegant design” mean to you? For me, it is a game that has been well-fleshed out and the rules, components, and mechanics are not over-fluffed. I hear and see so many games being described as having elegant design, and I sit and ponder sometimes because I have played the game in question and it certainly doesn’t follow my personal interpretation of the term. Point Salad, however, is the perfect example of elegant design – to me. Follow along to learn how such a simple game can cause such great experiences.
Simply put, Point Salad is a tableau-building game where players are drafting cards with specific scoring rules and sets of the six different suits to maximize the scoring of their drafted score cards. Each card in the game is double-sided, with one side showing a vegetable and the other side showing a unique scoring system. The player who earns the most points at the end of the game will be the winner and be forced to eat a salad reflecting their drafted veggies from the game. All right, that isn’t true, but they CAN gloat as much as they please.
To setup, construct the deck as outlined in the rules per the number of players. Shuffle the deck and roughly divide into three stacks, point side up. From these stacks place out two cards, veggie side up, below them. Choose the first player and the harvesting may begin!
On a turn, the active player may choose to draft one point card or two veggie cards from those visible in the market. They now place the cards in their personal tableau in front of themselves and the turn moves to the next player. The game continues in this fashion of drafting one or two cards every turn until all cards have been drafted.
Once all cards are drafted from the market, players analyze their scoring cards and determine points using the veggie cards they drafted. As each point card depicts a unique scoring set, each player may end with wildly different score totals. The player with the most points is the winner!
Components. This one is easy. It’s a deck of 108 double-sided cards and a tiny set of rules. The cards are all great quality and feature the most clear and appropriate art by Dylan Mangini. I have grown to really love his artwork on different games – I really dig his style. Components in this one are wonderful and I am considering sleeving the game because I just want to keep it pristine through the years.
It is certainly no surprise that I adore this game. Honestly, I only even gave it a shot because my friend Bethany, of Ryan and Bethany Board Game Reviews, placed it in one of her Top 10 lists and I had oftentimes simply passed it up at the FLGS. I am super glad she turned me on to this one, as it is easily one of my new favorites to bring to the table. I do have one tiny issue with the game. The box reads for ages 8+ but my 5-year-old son has zero problems understanding and playing the game. I mean, I have to read (and sometimes explain) the point cards to him, but I love seeing him think about and work through some tactics while playing.
I think that for me and my family, Point Salad fills a nice little niche in my collection. It is an excellent introduction to both drafting and tableau-building that other games can build upon for us. I very much enjoy the possibility of never playing the same game twice as 108 double-sided cards offers such variability and replayability that I hope will keep the game from becoming boring over multiple plays. Right now, though, it is humming along for us, and we are so grateful to Miss Bethany for introducing us to this little gem! Purple Phoenix Games gives this one a delicious 5 / 6. If you are looking for that low-stress, but very tactical, card game for easygoing nights, pick yourself up a copy of Point Salad.
Simply put, Point Salad is a tableau-building game where players are drafting cards with specific scoring rules and sets of the six different suits to maximize the scoring of their drafted score cards. Each card in the game is double-sided, with one side showing a vegetable and the other side showing a unique scoring system. The player who earns the most points at the end of the game will be the winner and be forced to eat a salad reflecting their drafted veggies from the game. All right, that isn’t true, but they CAN gloat as much as they please.
To setup, construct the deck as outlined in the rules per the number of players. Shuffle the deck and roughly divide into three stacks, point side up. From these stacks place out two cards, veggie side up, below them. Choose the first player and the harvesting may begin!
On a turn, the active player may choose to draft one point card or two veggie cards from those visible in the market. They now place the cards in their personal tableau in front of themselves and the turn moves to the next player. The game continues in this fashion of drafting one or two cards every turn until all cards have been drafted.
Once all cards are drafted from the market, players analyze their scoring cards and determine points using the veggie cards they drafted. As each point card depicts a unique scoring set, each player may end with wildly different score totals. The player with the most points is the winner!
Components. This one is easy. It’s a deck of 108 double-sided cards and a tiny set of rules. The cards are all great quality and feature the most clear and appropriate art by Dylan Mangini. I have grown to really love his artwork on different games – I really dig his style. Components in this one are wonderful and I am considering sleeving the game because I just want to keep it pristine through the years.
It is certainly no surprise that I adore this game. Honestly, I only even gave it a shot because my friend Bethany, of Ryan and Bethany Board Game Reviews, placed it in one of her Top 10 lists and I had oftentimes simply passed it up at the FLGS. I am super glad she turned me on to this one, as it is easily one of my new favorites to bring to the table. I do have one tiny issue with the game. The box reads for ages 8+ but my 5-year-old son has zero problems understanding and playing the game. I mean, I have to read (and sometimes explain) the point cards to him, but I love seeing him think about and work through some tactics while playing.
I think that for me and my family, Point Salad fills a nice little niche in my collection. It is an excellent introduction to both drafting and tableau-building that other games can build upon for us. I very much enjoy the possibility of never playing the same game twice as 108 double-sided cards offers such variability and replayability that I hope will keep the game from becoming boring over multiple plays. Right now, though, it is humming along for us, and we are so grateful to Miss Bethany for introducing us to this little gem! Purple Phoenix Games gives this one a delicious 5 / 6. If you are looking for that low-stress, but very tactical, card game for easygoing nights, pick yourself up a copy of Point Salad.
Purple Phoenix Games (2266 KP) rated Raccoon Tycoon in Tabletop Games
Jun 12, 2019
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
Purple Phoenix Games (2266 KP) rated Tides of Madness in Tabletop Games
Dec 7, 2021
As you know, the world of board games is quite vast – there are so many games out there, I feel like I can barely keep up! So oftentimes when I come across a game, it’s not necessarily a new one. Enter Tides of Madness. It maaaay sound familiar, and that is because it is a reimplementation of Tides of Time (which we have reviewed before). Is this just a Cthulhian re-theme of the same game, or does it alter the gameplay at all? Keep reading to find out!
Tides of Madness is a game of card drafting and set collection in which 2 players are trying to amass the most points by the end of 3 rounds. To setup for a game, shuffle the deck and deal 5 cards to each player. Place the rest aside as a draw deck, and place the Madness tokens within reach. Each of the 3 rounds is broken down into 3 phases: Drafting, Scoring, and Refresh. During the Drafting phase, each player will choose one card from their hand to keep, and place it face-down in front of them. Once both players have chosen their card, they will be revealed simultaneously and placed in your tableau. Take the remaining cards from your hand and pass them to your opponent. You now draft another card from this new hand, and will then pass the cards again. Drafting continues in this fashion until both players have no cards remaining in hand.
The next phase, Scoring, now begins. Players check their tableau and take a Madness token for each card with a Madness icon. The player with the most Madness this round can choose to gain an additional 4 VP or heal (discard) one Madness token. An important note – if at any time a player receives 9 or more Madness tokens, they immediately lose the game! So keep an eye on those cards, and know when to heal. Next, players will score the cards based on printed objectives – sets of suits, majority of a suit, etc. Points are tallied on the score pad. Finally, the Refresh phase gets you ready for the next round. Each player collects their tableau and selects one card to keep for the next round, and another card to discard from the game. Players simultaneously reveal their kept card and it starts the round already in their tableau. Players will draw 2 new cards to total 5 in hand, and the next round is ready to begin. Play ends either if a player has 9 or more Madness, or after a total of 3 rounds. After the 3rd and final round, all points are added up and the player with the highest score wins.
So if you’re thinking this game is basically Tides of Time, you’re pretty much correct. The only difference between the two is the concept/mechanic of the Madness tokens. And honestly, I think the inclusion of the tokens elevates the strategy a bit. In Tides of Time, it really is all about set collection. But with Madness tokens, you’ve got some risk/reward balance to play with. Do you take a card to complete a set even though it gives you a Madness token? Or do you leave it for last so your opponent is forced to take it? The same applies to the extra step in the Scoring phase. Do you risk keeping all your Madness to snag 4 extra VP or is it better (and safer) to heal 1? It just adds another element to the gameplay that makes it feel a little more engaging and exciting than simple set collection.
To touch on components for a minute – this game consists of 18 oversized cards, a bunch of cardboard Madness tokens, a score pad, and small pencil. The artwork on the cards is appropriately thematic and dark, and the text is clear and easy to interpret. The Madness icon on certain cards is a bunch of tentacles on the side of the card, and it is easy to see which cards are affected and which are not. The tokens and score pad are both decent quality as well. Although not 100% necessary, I appreciate the inclusion of a score pad just to help you remember points between rounds. All in all, good production all around.
I have to say that of the two, I prefer Tides of Madness over Tides of Time. You may have noticed that I have rated both games at a 4, but the Madness element in this one just pushes it over the top for me. Both are good games, don’t get me wrong! Either work as a good set collection/drafting game, and are quick to learn and play. Tides of Madness just engages me a little more and that makes the overall gameplay more enjoyable for me. So all in all, Purple Phoenix Games gives this one a maddening 4 / 6.
Tides of Madness is a game of card drafting and set collection in which 2 players are trying to amass the most points by the end of 3 rounds. To setup for a game, shuffle the deck and deal 5 cards to each player. Place the rest aside as a draw deck, and place the Madness tokens within reach. Each of the 3 rounds is broken down into 3 phases: Drafting, Scoring, and Refresh. During the Drafting phase, each player will choose one card from their hand to keep, and place it face-down in front of them. Once both players have chosen their card, they will be revealed simultaneously and placed in your tableau. Take the remaining cards from your hand and pass them to your opponent. You now draft another card from this new hand, and will then pass the cards again. Drafting continues in this fashion until both players have no cards remaining in hand.
The next phase, Scoring, now begins. Players check their tableau and take a Madness token for each card with a Madness icon. The player with the most Madness this round can choose to gain an additional 4 VP or heal (discard) one Madness token. An important note – if at any time a player receives 9 or more Madness tokens, they immediately lose the game! So keep an eye on those cards, and know when to heal. Next, players will score the cards based on printed objectives – sets of suits, majority of a suit, etc. Points are tallied on the score pad. Finally, the Refresh phase gets you ready for the next round. Each player collects their tableau and selects one card to keep for the next round, and another card to discard from the game. Players simultaneously reveal their kept card and it starts the round already in their tableau. Players will draw 2 new cards to total 5 in hand, and the next round is ready to begin. Play ends either if a player has 9 or more Madness, or after a total of 3 rounds. After the 3rd and final round, all points are added up and the player with the highest score wins.
So if you’re thinking this game is basically Tides of Time, you’re pretty much correct. The only difference between the two is the concept/mechanic of the Madness tokens. And honestly, I think the inclusion of the tokens elevates the strategy a bit. In Tides of Time, it really is all about set collection. But with Madness tokens, you’ve got some risk/reward balance to play with. Do you take a card to complete a set even though it gives you a Madness token? Or do you leave it for last so your opponent is forced to take it? The same applies to the extra step in the Scoring phase. Do you risk keeping all your Madness to snag 4 extra VP or is it better (and safer) to heal 1? It just adds another element to the gameplay that makes it feel a little more engaging and exciting than simple set collection.
To touch on components for a minute – this game consists of 18 oversized cards, a bunch of cardboard Madness tokens, a score pad, and small pencil. The artwork on the cards is appropriately thematic and dark, and the text is clear and easy to interpret. The Madness icon on certain cards is a bunch of tentacles on the side of the card, and it is easy to see which cards are affected and which are not. The tokens and score pad are both decent quality as well. Although not 100% necessary, I appreciate the inclusion of a score pad just to help you remember points between rounds. All in all, good production all around.
I have to say that of the two, I prefer Tides of Madness over Tides of Time. You may have noticed that I have rated both games at a 4, but the Madness element in this one just pushes it over the top for me. Both are good games, don’t get me wrong! Either work as a good set collection/drafting game, and are quick to learn and play. Tides of Madness just engages me a little more and that makes the overall gameplay more enjoyable for me. So all in all, Purple Phoenix Games gives this one a maddening 4 / 6.
Purple Phoenix Games (2266 KP) rated Yummy Yummy Monster Tummy in Tabletop Games
Jan 14, 2022
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…
In Yummy Yummy Monster Tummy (which, again, I think I will just call “this game” from here on out), players are kids who are visiting their grandfather and hear noises in the attic. When the kids check out the noises, they find colorful little friendly monsters roaming about! These monsters are all super hungry, and you have found that they love eating items that are the same color as their fur. Oh, but they hate anything considered to be a “vitamin.” Sound familiar, parents?
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 this game, first download the official app to your phone or tablet. Yes, an app. Start the app and choose your skill level. Grab all the cards belonging to the Attic set, shuffle them, deal each player the appropriate amount of cards, and place the rest of the deck face-down to form a draw pile. You are now ready to play!
This game is a cooperative game, so players are all trying to win as a team. The whole object of the game is to play cards that will match the monster’s fur that shows up on the app. The color of the cards are very important, as the cards that are played (scanned by the app) will be mixed together to form the new color. So if the monster on screen is red, adding a blue and brown card just won’t do. This not only helps teach colors and mixing, but also encourages cooperation and concentration – something my kids definitely benefit from having in a game.
As the game progresses, other creatures are added that require players to scan other cards, or that give special abilities. I will leave those to you to discover through your plays; I do not wish to spoil much of anything.
Shown below is a screenshot from one of our games, so that you can see what most of the game looks like and how cute the little monsters are.
Players will continue to play cards, draw new cards, and try their hands at mixing the correct colors to match the monster as closely as they can until the app is finished throwing monsters at you. At that time, your success is evaluated and you may even progress to the next mission, or to a new area altogether, adding a new set of cards to the existing deck. This increases possibilities for new color combinations, but also slowly adds in new rules to keep the game interesting and fresh.
My little boy and I have played this game about three million times since we received it from Lucky Duck Games. We cannot get enough of it, and have tried to introduce other players to it with tons of success. The overall premise is very cute and easy to grasp. Even when adding in new creatures and their special rules, he has been handling it remarkably.
I really appreciate the effort that has gone into developing a hybrid app/board game for kids that is just really fun for all who play it. I have seen where this has been redeveloped and rethemed from a different game with more sensitive subject matter. So that’s a boon.
I think the hardest part about playing this game is finding the sweet spot of where to hold the card so that the front-facing camera on the device is able to scan the QR code on the card backs. I know my kid had a difficult time figuring out what “5-10 inches away from the camera” actually meant. An easy fix, and we were on our way to our hundredth play.
If you haven’t had the opportunity to play one of these app-drive hybrid games, I definitely recommend picking up a copy of Yummy Yummy Monster Tummy right away. It is very light, designed for children AND adults, and will provide innumerable hours of quality time with family.
Oh, and don’t worry about reading the rulebook. Just download the app, shuffle the cards, and let the app whisk you away… to your grampa’s attic. Enjoy!
In Yummy Yummy Monster Tummy (which, again, I think I will just call “this game” from here on out), players are kids who are visiting their grandfather and hear noises in the attic. When the kids check out the noises, they find colorful little friendly monsters roaming about! These monsters are all super hungry, and you have found that they love eating items that are the same color as their fur. Oh, but they hate anything considered to be a “vitamin.” Sound familiar, parents?
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 this game, first download the official app to your phone or tablet. Yes, an app. Start the app and choose your skill level. Grab all the cards belonging to the Attic set, shuffle them, deal each player the appropriate amount of cards, and place the rest of the deck face-down to form a draw pile. You are now ready to play!
This game is a cooperative game, so players are all trying to win as a team. The whole object of the game is to play cards that will match the monster’s fur that shows up on the app. The color of the cards are very important, as the cards that are played (scanned by the app) will be mixed together to form the new color. So if the monster on screen is red, adding a blue and brown card just won’t do. This not only helps teach colors and mixing, but also encourages cooperation and concentration – something my kids definitely benefit from having in a game.
As the game progresses, other creatures are added that require players to scan other cards, or that give special abilities. I will leave those to you to discover through your plays; I do not wish to spoil much of anything.
Shown below is a screenshot from one of our games, so that you can see what most of the game looks like and how cute the little monsters are.
Players will continue to play cards, draw new cards, and try their hands at mixing the correct colors to match the monster as closely as they can until the app is finished throwing monsters at you. At that time, your success is evaluated and you may even progress to the next mission, or to a new area altogether, adding a new set of cards to the existing deck. This increases possibilities for new color combinations, but also slowly adds in new rules to keep the game interesting and fresh.
My little boy and I have played this game about three million times since we received it from Lucky Duck Games. We cannot get enough of it, and have tried to introduce other players to it with tons of success. The overall premise is very cute and easy to grasp. Even when adding in new creatures and their special rules, he has been handling it remarkably.
I really appreciate the effort that has gone into developing a hybrid app/board game for kids that is just really fun for all who play it. I have seen where this has been redeveloped and rethemed from a different game with more sensitive subject matter. So that’s a boon.
I think the hardest part about playing this game is finding the sweet spot of where to hold the card so that the front-facing camera on the device is able to scan the QR code on the card backs. I know my kid had a difficult time figuring out what “5-10 inches away from the camera” actually meant. An easy fix, and we were on our way to our hundredth play.
If you haven’t had the opportunity to play one of these app-drive hybrid games, I definitely recommend picking up a copy of Yummy Yummy Monster Tummy right away. It is very light, designed for children AND adults, and will provide innumerable hours of quality time with family.
Oh, and don’t worry about reading the rulebook. Just download the app, shuffle the cards, and let the app whisk you away… to your grampa’s attic. Enjoy!
Paul Kellett (118 KP) rated Snowdonia in Tabletop Games
May 4, 2019
Great replayability (2 more)
Good solo mode
Plenty of expansions
Fiddly set up (1 more)
Worker placement suffers a bit at 5 players
It's a train game, isn't it.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Purple Phoenix Games (2266 KP) rated Bob Ross: Art of Chill Game in Tabletop Games
Jun 30, 2021
Bob Ross is a household name in the United States and has been for quite a while. The man is a legend and part of the Trinity of Mankind (which also includes Mister Rogers and Steve Irwin). Anyone who has watched this man paint instantly recognizes a beautiful human being with extreme talent and the ability to lull audiences into a state of euphoria as he paints mountains, creeks, cabins, and trees. And of course, every one should have a friend. His wholesomeness goes to 11! So what do I find one day whilst perusing the strange board game wares in my local Target one day three years ago but a Bob Ross game. I wasn’t expecting much, but had to have it for nostalgic reasons. Was my money wasted or is there something in this box worth actually playing?
Bob Ross: Art of Chill is a set collection, hand management, card drafting game that has its players attempting to complete masterful paintings before the master does in order to collect bonus “chill points” to win the game. Whomever manages to reach ultimate chill status will be victorious and can return to feeding Peapod, their rascally pocket squirrel.
To setup, place the easel and one of the shuffled painting panels upon it. Place the other panels (paintings) nearby. Place the main scoreboard nearby as well and place the shuffled Chill Cards on its space upon the board. The Technique Cards deck and the Art Supplies Card decks will be shuffled separately and placed below the board with four cards from each deck revealed as an offer. Place the Bob Mover (Bobeeple) on the easel in the first location printed on the panel. Each player will receive a palette, the scoring cube of their color to be placed on the scoreboard, the three Feature Markers, and three random Art Supplies Cards. The game may now begin!
On a turn players will be rolling the Bob die and carrying out its action. These actions are playing a paint card from hand onto their palette, drawing one Art Supplies Card from the deck to their hand, performing one free Action prior to the Action phase, or resolving the Bob die face. The Bob die face requires players to reveal a new Chill Card and resolve its immediate effects, or effects that will remain in play until a new Chill Card is revealed. Secondly, the Bobeeple will move to the next printed stopping point on the panel.
Once the die has been rolled and resolved, the active player will be able to take any three actions available in any order: Draw an Art Supplies Card (from the deck or from the offer), Sweep the Art Supplies Card (discard all face-up cards and reveal four new ones), Apply Paint to Your Palette (by placing it on your palette from your hand of cards), Wash Your Palette (by discarding cards from one of the palette areas to clear it), Earn a Technique Card (by discarding two like-cards from the hand of cards in order to score more VP for painting features in the future), or Paint a Feature (by discarding the required brush from the player’s hand of cards and the correct matching paints already applied to their palette).
Once complete, the next player will take their turn of rolling the die and completing three actions. Should players paint a feature on the panel before Bob moves to that spot on the panel the player(s) will gain extra bonus Chill points. Players may still paint features for points if Bob already has as well, they just will not receive the bonus Bob points. Turns will continue in this fashion until the moment one player has reached ultimate Chill and won the game.
Components. This game has a fair amount of components and I am happy to say they are all great! The cardboard components (palettes, score board) are good. The cards are all lovely linen-finished. The other player components are fine as well. The painting panels are excellent and feature actual Bob Ross masterpieces, and there are 15 double-sided panels in the box! The coolest component is certainly the easel though. It seems to be a somewhat real and functional easel (not that you would really want to paint on it) and it amps up the table appeal when setup and in play. I love the components and I am so glad that Big G Creative made a Bob Ross game with beautiful components. Anything less would be sacrilege.
It probably comes as no surprise that I love this game. I have always loved watching Bob Ross from when I was a child even up through my adulthood and I am relieved to be able to still watch him in action via Netflix. The game, though, is rather surprising. I certainly wasn’t expecting to like this as much as I do and was quite shocked to find out that there was actual substance in a Bob Ross game. Especially when it was stationed next to “games” like Who Wants to Be a Millionaire, Throw Throw Burrito, and the like. I enjoy the nostalgia in seeing my favorite colors in my hands like Phthalo Blue, Cadmium Orange, and Sap Green.
I don’t know if I would really consider this a gateway game, though I believe it really depends on the gamers with whom you are playing. There will be many times when you are concentrating on collecting the colors needed to finish a feature before Bob only to frustratingly never see that color on offer nor in the cards you draw and then the painting has to be refreshed because people can’t seem to stop rolling Bob on the die. However, if you play with people who can literally chill when things don’t go their way, this is a gem. Purple Phoenix Games gives Bob Ross: Art of Chill a 21 / 24. The only thing missing here is a way to, “beat the devil out of it,” and it would make my heart sing.
Bob Ross: Art of Chill is a set collection, hand management, card drafting game that has its players attempting to complete masterful paintings before the master does in order to collect bonus “chill points” to win the game. Whomever manages to reach ultimate chill status will be victorious and can return to feeding Peapod, their rascally pocket squirrel.
To setup, place the easel and one of the shuffled painting panels upon it. Place the other panels (paintings) nearby. Place the main scoreboard nearby as well and place the shuffled Chill Cards on its space upon the board. The Technique Cards deck and the Art Supplies Card decks will be shuffled separately and placed below the board with four cards from each deck revealed as an offer. Place the Bob Mover (Bobeeple) on the easel in the first location printed on the panel. Each player will receive a palette, the scoring cube of their color to be placed on the scoreboard, the three Feature Markers, and three random Art Supplies Cards. The game may now begin!
On a turn players will be rolling the Bob die and carrying out its action. These actions are playing a paint card from hand onto their palette, drawing one Art Supplies Card from the deck to their hand, performing one free Action prior to the Action phase, or resolving the Bob die face. The Bob die face requires players to reveal a new Chill Card and resolve its immediate effects, or effects that will remain in play until a new Chill Card is revealed. Secondly, the Bobeeple will move to the next printed stopping point on the panel.
Once the die has been rolled and resolved, the active player will be able to take any three actions available in any order: Draw an Art Supplies Card (from the deck or from the offer), Sweep the Art Supplies Card (discard all face-up cards and reveal four new ones), Apply Paint to Your Palette (by placing it on your palette from your hand of cards), Wash Your Palette (by discarding cards from one of the palette areas to clear it), Earn a Technique Card (by discarding two like-cards from the hand of cards in order to score more VP for painting features in the future), or Paint a Feature (by discarding the required brush from the player’s hand of cards and the correct matching paints already applied to their palette).
Once complete, the next player will take their turn of rolling the die and completing three actions. Should players paint a feature on the panel before Bob moves to that spot on the panel the player(s) will gain extra bonus Chill points. Players may still paint features for points if Bob already has as well, they just will not receive the bonus Bob points. Turns will continue in this fashion until the moment one player has reached ultimate Chill and won the game.
Components. This game has a fair amount of components and I am happy to say they are all great! The cardboard components (palettes, score board) are good. The cards are all lovely linen-finished. The other player components are fine as well. The painting panels are excellent and feature actual Bob Ross masterpieces, and there are 15 double-sided panels in the box! The coolest component is certainly the easel though. It seems to be a somewhat real and functional easel (not that you would really want to paint on it) and it amps up the table appeal when setup and in play. I love the components and I am so glad that Big G Creative made a Bob Ross game with beautiful components. Anything less would be sacrilege.
It probably comes as no surprise that I love this game. I have always loved watching Bob Ross from when I was a child even up through my adulthood and I am relieved to be able to still watch him in action via Netflix. The game, though, is rather surprising. I certainly wasn’t expecting to like this as much as I do and was quite shocked to find out that there was actual substance in a Bob Ross game. Especially when it was stationed next to “games” like Who Wants to Be a Millionaire, Throw Throw Burrito, and the like. I enjoy the nostalgia in seeing my favorite colors in my hands like Phthalo Blue, Cadmium Orange, and Sap Green.
I don’t know if I would really consider this a gateway game, though I believe it really depends on the gamers with whom you are playing. There will be many times when you are concentrating on collecting the colors needed to finish a feature before Bob only to frustratingly never see that color on offer nor in the cards you draw and then the painting has to be refreshed because people can’t seem to stop rolling Bob on the die. However, if you play with people who can literally chill when things don’t go their way, this is a gem. Purple Phoenix Games gives Bob Ross: Art of Chill a 21 / 24. The only thing missing here is a way to, “beat the devil out of it,” and it would make my heart sing.
Dean Gregory (18 KP) rated Hive in Tabletop Games
May 25, 2019 (Updated May 25, 2019)
Perfect information strategy (4 more)
Portable
High quality pieces
Easy to learn with plenty of replay value
Can be played on relatively small tables
Potentially biased towards whoever starts first (1 more)
Limited defensive tactics without certain add-ons
A Modern Chess
Hive is a fine example of a game that is easy to learn, but difficult to master. The premise is simple - use your bugs to surround your opponents queen bee while preventing them from doing the same to you. The playing space, referred to as the Hive, is defined by the pieces themselves, without the need for a board.
I've come the think of Hive as Chess Lite. This is because it has a similar sort of depth, in that the key to success lies in the player's understanding of each bug's strengths and weaknesses in a given situation. Also, one of the focal points of the game is trapping a particularly vulnerable piece - the king in Chess, and the queen bee in Hive.
One of the best aspects of the game is how it adapts to the space it is played in. Players have a degree of control over how the Hive grows as they place their pieces and move them around. This means if you play on a small table, you can easily make the game fit. However, some games I have played have ended up getting a little out of control and outgrowing the playing space, which ruled out some moves available.
There is a travel version of the game available in which the pieces are about a third of the size, but even in the full size version, it lends itself to travel fairly well. Both versions of the game come with handy travel bags which take up little space, so for the gamer on the go, this one would certainly suit your collection.
One minor gripe I have is that the way the pieces move around and affect each other leads to only a handful of defensive strategy, which means that particularly for more experienced players, the game can be heavily skewed in favour of whoever goes first. However if you're willing to invest in it a little more, there are a few add-on pieces available that can mitigate this somewhat, while also adding more spice to the game.
Overall, this has proved to be among my favourite and most endearing games I own. It is endlessly replayable, the components are a joy to hold and use, it appeals to both my casual gamer friends as well as those who enjoy a deeper strategy experience, and while it offers plenty as a base game, the add-ons really work as wildcards to change things up.
Highly recommended.
I've come the think of Hive as Chess Lite. This is because it has a similar sort of depth, in that the key to success lies in the player's understanding of each bug's strengths and weaknesses in a given situation. Also, one of the focal points of the game is trapping a particularly vulnerable piece - the king in Chess, and the queen bee in Hive.
One of the best aspects of the game is how it adapts to the space it is played in. Players have a degree of control over how the Hive grows as they place their pieces and move them around. This means if you play on a small table, you can easily make the game fit. However, some games I have played have ended up getting a little out of control and outgrowing the playing space, which ruled out some moves available.
There is a travel version of the game available in which the pieces are about a third of the size, but even in the full size version, it lends itself to travel fairly well. Both versions of the game come with handy travel bags which take up little space, so for the gamer on the go, this one would certainly suit your collection.
One minor gripe I have is that the way the pieces move around and affect each other leads to only a handful of defensive strategy, which means that particularly for more experienced players, the game can be heavily skewed in favour of whoever goes first. However if you're willing to invest in it a little more, there are a few add-on pieces available that can mitigate this somewhat, while also adding more spice to the game.
Overall, this has proved to be among my favourite and most endearing games I own. It is endlessly replayable, the components are a joy to hold and use, it appeals to both my casual gamer friends as well as those who enjoy a deeper strategy experience, and while it offers plenty as a base game, the add-ons really work as wildcards to change things up.
Highly recommended.