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Slide Quest
Slide Quest
2019 | Action, Medieval, Real-time
“Slippery When Wet.” What does that mean to you? What about, “Slippery When Dry, But Also Just Very Slippery Because There’s A Ball-Bearing On The Bottom Of This Little Knighteeple… Kneeple?” That’s more descriptive of what we have here in Slide Quest, and oh boy is it a doozy!


Ok so I originally heard about this game from watching one of Marco Arnaudo’s GENCON videos (he’s amazing btw and you should watch every video) and immediately falling in love with the premise. In this game it is your charge as a player to help the little blue knight guy, I’ll call him Sir Rolli, travel from Point A to Point B. That’s it! That’s all you have to do! However, there are obstacles in your path – fences, rocks, archways, dynamite, and even nefarious foes – foeeples. You do this by pressing down yellow levers that flip up one of the four sides of the game board. This then send Sir Rolli along the opposite direction, and depending on the pressure used, possibly right into a fence, or worse – a hole in the ground!
There are several modes of play and ways you can play. With different numbers of players you will have varied experiences. For instance, the first time I played this was with my son, 3, and my father-in-law, 60+. Now, my son obviously is in it to inadvertently sow mayhem, so my F-I-L and I had to compensate as much as possible. Even then, I loved playing it. The next time I played this was with three other players of adulthood status. Our experience was more focused, and we just tore through the different level with a surprising amount of success. We did not complete all 20 included levels, but we got close! Everyone who played had a great time, and we were all smiles the entire time.


This doesn’t mean that it is a perfect game. Nay. For this game can suffer an extreme quarterbacking issue. You know the type – (s)he who believes they know best in every situation and therefore feels compelled to tell everyone else what to do or how to do it correctly? Yes, even I succumb to this affliction at times, but I believe I have a great handle on it, personally. In any case, quarterbackers can also be shut down very quickly when they neglect to operate their paddle correctly and thus allow the team to suffer a lost health. It can happen, and that’s why I am placing that caveat here and now. Luckily, I have not experienced that in any of our games, so I hope that continues.
Components. I don’t know what happened over at Blue Orange Games over the last several years, but for the company that was known (at least in my world) as the “Spot It” company, and nothing more, they sure have upped their game (har har) significantly. These components are FANTASTIC and they really complement a fun and engaging game experience. Everything has a place, and the quality and art style are just through the roof. To me, well worth the price tag for the components alone.

So all in all, I absolutely adore this one. It is cute, fast, an easy teach, and can be a great equalizer as you can play with an array of different teammates. Josh has waffled on his rating for this one, but we all very much love this little gem. For the reasons mentioned and the fact that Josh added this to his cart and checked out before I was even done setting up the first map, Purple Phoenix Games give this one a slip-slidey 22 / 24. Go get this now!
  
Daring Dustbunnies
Daring Dustbunnies
2019 | Bluff, Card Game, Racing
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.

Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.

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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.

Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.

Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.

Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.


Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.

The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.

The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.

I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.

Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
  
Passengers (2016)
Passengers (2016)
2016 | Action, Drama, Sci-Fi
Titanic in the Sky
Chris Pratt and Jennifer Lawrence are two of the world’s most bankable stars. What with Pratt helping to resurrect prehistoric franchises like Jurassic Park and Lawrence turning The Hunger Games series into one of the biggest ever, it seems they are the people Hollywood wants to work with, right here, right now.

It was inevitable they’d team up together at some point, though director Mortem Tyldum’s (The Imitation Game) sci-fi flick Passengers perhaps isn’t what their fan-bases had in mind. But do the pair sizzle together as much as they do apart?

On a routine journey through space to a new home, two passengers, sleeping in suspended animation, are awakened 90 years too early when their ship malfunctions. As Jim (Pratt) and Aurora (Lawrence) face living the rest of their lives on board, with every luxury they could ever ask for, they begin to fall for each other, unable to deny their intense attraction until they discover the ship is in grave danger. With the lives of 5,000 sleeping passengers at stake, only Jim and Aurora can save them all.

Adding to the ever expanding sci-fi universe, Passengers is a slickly directed and engrossing film with a coat of varnish like no other movie this year. It certainly looks the part, though it’s probably best not to scratch beneath the surface of this Titanic in the sky, as much like the Starship Avalon on which our unlucky duo are stranded on, there’s not much going on underneath.

Pratt and Lawrence thankfully have an intense chemistry together, and that’s a good thing considering they are, by and large, the only two characters throughout. Propping up a 2 hour film is no easy feat and its testament to their talents that they are able to do so. Sure, their dialogue is a little cheesy, but they’re likeable enough to warrant a pardon this time around.

Elsewhere, Michael Sheen comes close to stealing the show as an enthusiastic android bartender, providing yet another great droid to add to the genre’s roster. Alan Tudyk from last week’s Rogue One also showed how deep these mechanical characters can be.

The special effects are on the whole very good, though there are a few instances of CGI that don’t quite hit the spot. The Avalon itself however is fantastically realised and scenes like the much-marketed swimming pool gravity loss are stunning to watch, all the while helped by Pratt and Lawrence’s brilliant acting skills.

There is one big problem however. The story. There are numerous elements to the plot that aren’t mentioned in the trailer, so I won’t spoil them for you here, but Passengers has seriously miscalculated a couple of elements to Pratt and Lawrence’s relationship – with a sudden third act tonal shift leaving a sour taste in the mouth.

Luckily, these flaws don’t detract from what is a thrilling rollercoaster from start to finish. Whilst it may not be as deep and meaningful as Ridley Scott’s The Martian, Passengers has an immersive quality – it’s like being on-board the Avalon, and with Chris Pratt and Jennifer Lawrence keeping us company, who can blame us for going along for the ride.

https://moviemetropolis.net/2016/12/22/titanic-in-the-sky-passengers-review/