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    Canasta: Pro

    Canasta: Pro

    Games and Entertainment

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    Advanced version of the popular Canasta card game also known as Argentine Rummy. Use of joker cards...

Magic The Gathering Arena
Magic The Gathering Arena
2017 | Puzzle & Cards, Strategy
The cards look great (0 more)
It crashes a lot (0 more)
Great game but it has problems
I love playing this game to the point I play it more than the physical MTG card game.
The cards look great and it's fairly easy to get packs without having to pay real money. It also has a good amount of events on every week to earn rewards.
The problem is that it crashes a lot and disconnects. Kind of fed up of it just disconnecting and then missing my turn loads. Sick of having to restart it.
  
Vamp on the Batwalk
Vamp on the Batwalk
2021 | Card Game
I think I could be a vampire. Not that I THINK I’m a vampire, but I think I could live(?) with being a vamp. Not the sparkly kind. Just the normal kind. Or maybe the “What We Do in the Shadows” kind. Yeah. At least initially I don’t think I would care much about being the most fashionable vampire in the group, but I could see why some of the elder vampires would need SOMETHING over which to compete and obsess. Maybe I could be one of the judges.

Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?

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 invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.

Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.

However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.


Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.

Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.

At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.

If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.
  
Love Letter
Love Letter
2012 | Card Game, Deduction, Political
Nice, simple game
Love Letter is one of those games which is so simple to learn, but can be extremely difficult to master - it is entirely possible for a first time player to win against a player who has played it dozens of times, because there are no tactics as such.

From the deck of cards, one is removed. Everyone is dealt a card. The first player draws a card, and plays a card, completing the action stated. The next player then does the same. Simple enough.

As there is only a finite amount of cards, and one has been removed, you never know exactly what is in play, or what is missing. You might have a Prince in you hand, but is another Prince about to be played, or has one been removed from the deck?

As I say, it is a very, very simple game, but also very enjoyable.
  
Orbital Conflict
Orbital Conflict
2019 | Card Game, Science Fiction
Building your space station. Space combat. Space investors. If these ideas interest you and you are intrigued to know how they work in a board game setting, read on. If you don’t care about head-to-head space stations obliterating each other and jockeying for position as the best bet in the cosmos, discontinue reading.

Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T

To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
  
Century: Spice Road
Century: Spice Road
2017 | Card Game, Economic, Medieval
Easy to learn (2 more)
Good replay value
Simple mechanics, only have a few options each turn
Can be lucked out of the game early (0 more)
A really simple game to learn and just as easy to teach others. I've played it as a duel and with up to 5 people and it works well with all numbers. You do have to adjust your strategy based upon how many players there are, but this adds to the replay value. The only real downside is that there are some cards that are very powerful and can be game winning if got early on. A great game to get in to card collecting/deck building games.