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Lumos (380 KP) rated Mystic Vale in Tabletop Games
Mar 18, 2018
I think this card-building game is really well done. I like the ability to add modifiers to your cards to change how your deck plays. The element of luck just adds more depth to the game. My one criticism is that it is easy to tell which cards are modified (because they are thicker), so if you are paying attention to what you have in your deck, you know if it is safe to push your luck before you bust.
Tate (25 KP) rated Speaker for the Dead (Ender's Saga, #2) in Books
Jun 24, 2018
Absolutely incredible!
This sequel is highly underrated. If you loved Ender's Game then you'll love the next installment. Card wanted Speaker for the Dead to be his life's work and wrote Ender's Game almost as an after thought. There is so much character development and the social commentary is fascinating.
There are so many new characters to fall in love with and the same old genius Ender. The air of mystery is thrilling and makes this book nearly impossible to put down!
There are so many new characters to fall in love with and the same old genius Ender. The air of mystery is thrilling and makes this book nearly impossible to put down!
Rikki Hammond (33 KP) rated Gloom in Tabletop Games
May 27, 2019
Unique concept and theme (1 more)
Plays well with all player counts
Really needs the right group of people to play it (1 more)
The theme can put some people off
A unique card game that is marred by it's own concept
I will come out and say this now: Gloom won't be for everyone. It's definitely a unique game, which can sadly be marred by it's own ideas.
The game revolves around each player choosing one of five families, and your goal is to make them as miserable as possible, before killing them in a wacky and gruesome way.
The way you do this is by placing cards on top of each family member, which will give them negative happiness points. You can also place cards on other players members to give them positive happiness points, which ironically, are bad. Once you feel you've accrued enough negative points, you can kill them outright, removing them from the game. Some cards may have a symbol on them, which can add bonus points if a certain kill card is played on them in time, and every card has a little wording on the bottom, that tells a story of the grisly fates that await your family members. One person could be hounded by ferrets before falling down a well, or maybe excluded from a celebration before being mauled by bears.
Once all five of one players family members are dead, the game ends, and whoever has the most total negative points at the end wins.
Gloom is a pretty cool looki g game, as all the cards are transparent, and when cards are laid on top of each other, it can hide certain pieces of the card underneath it. The main draw of the game is the storytelling aspect of it, seeing how each family member is going to meet their death, and unwinding a story based off that.
Sadly, take this aspect away from it, and the game basically boils down to players placing cards on top of others until someone ends the game by killing all their characters, which can actually be a little boring in my opinion.
If you can find the right people to play this with, Gloom can be a lot of fun, but more often than not, this isn't the case, and despite the cool concept and looks, it can fall rather flat.
The game revolves around each player choosing one of five families, and your goal is to make them as miserable as possible, before killing them in a wacky and gruesome way.
The way you do this is by placing cards on top of each family member, which will give them negative happiness points. You can also place cards on other players members to give them positive happiness points, which ironically, are bad. Once you feel you've accrued enough negative points, you can kill them outright, removing them from the game. Some cards may have a symbol on them, which can add bonus points if a certain kill card is played on them in time, and every card has a little wording on the bottom, that tells a story of the grisly fates that await your family members. One person could be hounded by ferrets before falling down a well, or maybe excluded from a celebration before being mauled by bears.
Once all five of one players family members are dead, the game ends, and whoever has the most total negative points at the end wins.
Gloom is a pretty cool looki g game, as all the cards are transparent, and when cards are laid on top of each other, it can hide certain pieces of the card underneath it. The main draw of the game is the storytelling aspect of it, seeing how each family member is going to meet their death, and unwinding a story based off that.
Sadly, take this aspect away from it, and the game basically boils down to players placing cards on top of others until someone ends the game by killing all their characters, which can actually be a little boring in my opinion.
If you can find the right people to play this with, Gloom can be a lot of fun, but more often than not, this isn't the case, and despite the cool concept and looks, it can fall rather flat.
Injustice: Gods Among Us
Games and Entertainment
App
Build an epic roster of DC super heroes and villains and get ready for battle! INJUSTICE: GODS AMONG...
Jaipur
Games
App
A Spiel des Jahres Recommended game, Jaipur is one of the most most well-loved 2-player tabletop...
Boardgames BoardgameApps Greatgames 2playerGames
Purple Phoenix Games (2266 KP) rated Disney Shadowed Kingdom in Tabletop Games
Sep 15, 2021
You know how sometimes you see a game box and you are just so intrigued and then you realize it uses an IP that you love and you just HAVE to get it? Me too. This is what transpired as I was trying to fill my cart at my favorite online game retailer. I needed something small, I love Disney, and the box art is so good. So I grabbed it. Unfortunately, the box art on this one is probably the best part of this game. Let’s find out why.
In Disney Shadowed Kingdom players are attempting to drive away the darkness of Doubt with the help of Wish (which are both characters, I guess). In order to do this the players will be splitting up within the Magic Kingdom to cleanse the different locations and, with the help of Wish, gain enough Magic to fend off Doubt and the darkness forever!
To setup, each player receives a random (or chosen) Hero Card (in the photo above I was Daisy). The Magic/Shadow Tracker is placed on the table with the tokens on the 0 spaces of each tracker. Place the Wish card on the table. Shuffle the cards and deal each player 10 cards. Each player will then draw the top two cards from their deck, look at them, and then place them face-down in front of themselves on the table. Once done, the play area will be a 2×2 grid of each player’s first draw. The first player will draw two cards from their deck and the second player will draw one. The game may now begin!
On a player’s turn they will take their “oldest” card in their current hand and play it to the table. They may play it to push a card toward their partner to be Discovered, or play it to a side of the grid to push a card outside grid to be Dispelled (discarded). When a card is pushed to a player to be Discovered the discovering player will read the card aloud and follow its directions. Once complete the discovering player takes the card in hand to be used on a future turn. When a card is Dispelled the partner of the active player will NOT play the card for its face abilities, but will rather place it directly in their own discard pile.
When certain location cards are Discovered they may cause the hero’s (the card that was chosen at the beginning) special ability to trigger. These abilities could be peeking at cards in the grid or partner’s hand, or swapping two cards, or other abilities. Play continues in this way until players have pushed enough Magic cards to their partners to win or enough Shadow cards to allow the darkness to invade and lose the game.
Components. This game is a small stack of cards, some Hero cards, and the Magic/Shadow tracker with tokens. The cards are fine quality, the Hero cards are thick cardboard, and the other components are also fine. The art on the cards is amazing, and the saving grace.
Overall I would not recommend this game at all. I only rated it as highly as I did because I love the art and the theme. The gameplay just doesn’t work. There were times, when playing, we would get stuck in a loop of a card telling us to randomize the grid over and over. So while there IS an amount of memory used in the game, it can quickly be thrown out the window with just one card. This is merely one instance of the strategy and tactics needed to win or even play this one: almost none. As you HAVE to play the oldest card in your hand, it becomes a chore to try to remember exactly where it has been placed, and the hope that your partner will not push it toward you to be Discovered. And as bad as that may sound, the other cog in this wonky wheel is that players may not communicate with each other AT ALL. No talking, gestures, reactions, etc. So players are placing cards into the grid to be pushed about without knowing what may be in the grid. Sure, the Heroes all have special abilities, but they are limited to triggering only when one specific location card is Discovered. In a deck of 20 cards, having just one trigger your ability can be frustrating, as that card may never be Discovered in the first place.
When all is said and done, this is a Disney game in name only, and not a great one. The inability to really enact any strategy is severely limiting and thus just presents a game that you play without really making many decisions at all. It’s a guess as to what your partner has played, and “knowing” when to Discover or Dispel is also a crap shoot. Yes, cards on your side of the grid may be known to you, but once your partner pushes cards to you to Discover you no longer know 3/4 of the grid contents. It is just frustrating.
I will probably not be playing this again, and I really don’t see it staying in my collection. It’s sad, really, because this game feels like it should be grander but there are so many missing pieces that is really flops. Purple Phoenix Games gives Disney Shadowed Kingdom a woeful 5 / 12. With so many Disney-themed games out there, and many of them decent to good, pass on this one and grab a different one. I know a few off the top of my head I could suggest. Just message me or email me and I would be happy to recommend some Disney games that are excellent.
In Disney Shadowed Kingdom players are attempting to drive away the darkness of Doubt with the help of Wish (which are both characters, I guess). In order to do this the players will be splitting up within the Magic Kingdom to cleanse the different locations and, with the help of Wish, gain enough Magic to fend off Doubt and the darkness forever!
To setup, each player receives a random (or chosen) Hero Card (in the photo above I was Daisy). The Magic/Shadow Tracker is placed on the table with the tokens on the 0 spaces of each tracker. Place the Wish card on the table. Shuffle the cards and deal each player 10 cards. Each player will then draw the top two cards from their deck, look at them, and then place them face-down in front of themselves on the table. Once done, the play area will be a 2×2 grid of each player’s first draw. The first player will draw two cards from their deck and the second player will draw one. The game may now begin!
On a player’s turn they will take their “oldest” card in their current hand and play it to the table. They may play it to push a card toward their partner to be Discovered, or play it to a side of the grid to push a card outside grid to be Dispelled (discarded). When a card is pushed to a player to be Discovered the discovering player will read the card aloud and follow its directions. Once complete the discovering player takes the card in hand to be used on a future turn. When a card is Dispelled the partner of the active player will NOT play the card for its face abilities, but will rather place it directly in their own discard pile.
When certain location cards are Discovered they may cause the hero’s (the card that was chosen at the beginning) special ability to trigger. These abilities could be peeking at cards in the grid or partner’s hand, or swapping two cards, or other abilities. Play continues in this way until players have pushed enough Magic cards to their partners to win or enough Shadow cards to allow the darkness to invade and lose the game.
Components. This game is a small stack of cards, some Hero cards, and the Magic/Shadow tracker with tokens. The cards are fine quality, the Hero cards are thick cardboard, and the other components are also fine. The art on the cards is amazing, and the saving grace.
Overall I would not recommend this game at all. I only rated it as highly as I did because I love the art and the theme. The gameplay just doesn’t work. There were times, when playing, we would get stuck in a loop of a card telling us to randomize the grid over and over. So while there IS an amount of memory used in the game, it can quickly be thrown out the window with just one card. This is merely one instance of the strategy and tactics needed to win or even play this one: almost none. As you HAVE to play the oldest card in your hand, it becomes a chore to try to remember exactly where it has been placed, and the hope that your partner will not push it toward you to be Discovered. And as bad as that may sound, the other cog in this wonky wheel is that players may not communicate with each other AT ALL. No talking, gestures, reactions, etc. So players are placing cards into the grid to be pushed about without knowing what may be in the grid. Sure, the Heroes all have special abilities, but they are limited to triggering only when one specific location card is Discovered. In a deck of 20 cards, having just one trigger your ability can be frustrating, as that card may never be Discovered in the first place.
When all is said and done, this is a Disney game in name only, and not a great one. The inability to really enact any strategy is severely limiting and thus just presents a game that you play without really making many decisions at all. It’s a guess as to what your partner has played, and “knowing” when to Discover or Dispel is also a crap shoot. Yes, cards on your side of the grid may be known to you, but once your partner pushes cards to you to Discover you no longer know 3/4 of the grid contents. It is just frustrating.
I will probably not be playing this again, and I really don’t see it staying in my collection. It’s sad, really, because this game feels like it should be grander but there are so many missing pieces that is really flops. Purple Phoenix Games gives Disney Shadowed Kingdom a woeful 5 / 12. With so many Disney-themed games out there, and many of them decent to good, pass on this one and grab a different one. I know a few off the top of my head I could suggest. Just message me or email me and I would be happy to recommend some Disney games that are excellent.
The Mind
Tabletop Game
The Mind is more than just a game. It's an experiment, a journey, a team experience in which you...
BoardGames CoopGames 2018Games
Royal Visit
Tabletop Game
An unusual, complex, yet tightly balanced board/card game for two from the prolific Reiner Knizia....
Rhubarbio (27 KP) rated The Resistance: Avalon in Tabletop Games
May 25, 2019
Excellent gateway game (1 more)
Amazing for playing with large groups
Great Bluffing Game!
Avalon is an enhancement to the Resistance,l (which in turn is a revision of Mafia/Werewolf) as it includes special player roles. This card game requires players to select a card each, which tells them if they are a good character (loyal servant of King Arthur) or a bad character (minion of Mordred), which defines how they play the game. As a good guy, you must try and succeed 3 of 5 missions, whilst the bad guys will try to make the missions fail. No one knows who the other good guys are, except for the player who receives the Merlin card. Merlin knows who the good guys are, and will therefore try to persuade the group towards ensuring only the good guys go on missions. However, there is a special role for the bad guys too. If the bad guys lose, the player who is the Assassin has a last chance to claim victory for the bad guys, if the Assassin can guess who Merlin is. Therefore, Merlin has to be subtle, otherwise the bad guys will win.
This is essentially a bluffing game where you just convince others that you are good and, inevitably, accuse others of being bad. This game, for the right group, is hours of fun! You need a ln engaged group of people who are willing to chat and be enthusiastic about engaging with this; the game and fun C Mrs from this interaction, and layer dissecting who was good and bad and how they fooled or misled everyone. I thoroughly recommend this game for gateway gamers i.e. those making the transition from everyday well known games such as Monopoly, to more designer games that have flourished over the past 20 years or so.
This game, whilst great, falters at lower or highest playcounts. At the lower end, it is very difficult to play as a bad guy, unless you use other roles included in the game. At the higher gamecount, things get very confusing and overly exhausting. However, this is an exceptional game and is likely only bettered as a bluffing game by the soon to be released Blood on the Clocktower.
I have played this hundreds of time, with the same group of people. Whilst I am now fatigued by the game, given this game only costs around £15, it is a solid investment for so many hours of fun.
This is essentially a bluffing game where you just convince others that you are good and, inevitably, accuse others of being bad. This game, for the right group, is hours of fun! You need a ln engaged group of people who are willing to chat and be enthusiastic about engaging with this; the game and fun C Mrs from this interaction, and layer dissecting who was good and bad and how they fooled or misled everyone. I thoroughly recommend this game for gateway gamers i.e. those making the transition from everyday well known games such as Monopoly, to more designer games that have flourished over the past 20 years or so.
This game, whilst great, falters at lower or highest playcounts. At the lower end, it is very difficult to play as a bad guy, unless you use other roles included in the game. At the higher gamecount, things get very confusing and overly exhausting. However, this is an exceptional game and is likely only bettered as a bluffing game by the soon to be released Blood on the Clocktower.
I have played this hundreds of time, with the same group of people. Whilst I am now fatigued by the game, given this game only costs around £15, it is a solid investment for so many hours of fun.
The Marinated Meeple (1848 KP) Mar 19, 2018
Lumos (380 KP) Mar 19, 2018