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Bob Mann (459 KP) rated Marriage Story (2019) in Movies
Sep 28, 2021
One Mann’s Movies Review of “Marriage Story” – a “Kramer vs Kramer lite” in my book, albeit with some great acting performances.
K vs K Lite.
For me, mention the phrase “divorce movie” and there’s only one film that comes to mind – the Oscar-laden classic from 1979 starring an immaculate Dustin Hoffman and Meryl Streep. THAT toy plane; THOSE stiches! (Gulp). This is the yardstick by which I judge such movies… and to be honest, “Marriage Story” didn’t measure up.
The story.
We start the movie seeing the apparently idyllic married life of theatre impresario Charlie (Adam Driver) and his lead actress and muse Nicole (Scarlett Johansson), together bringing up their young child. But spin forwards and the pair are in the middle of an ‘amicable’ separation, with Nicole returning to her home roots in California and Charlie having an expensive commute to and from New York where he’s struggling to premiere his show on Broadway.
But despite an agreement to keep lawyers out of the equation, Nicole is persuaded to lawyer up with Nora Fanshaw (Laura Dern) tightening up the legal screws until Charlie’s life risks being torn apart. It’s time for him to fight back.
Well regarded by the Academy.
As for “Kramer vs Kramer”, this is a movie that has been garlanded with multiple Oscar nominations. Both Driver and Johansson are nominated in the lead acting roles and Laura Dern seems to be favourite for the Best Supporting Actress gong (after winning the Golden Globe and the BAFTA). Three more Oscar nominations come for the score (by Randy Newman); the original screenplay (by director Noah Baumbach); and a Best Film nomination.
Both leads deliver really emotional performances, with Johansson in particular being very believable in the role. But who knew she was so short?! She always strikes me as a statuesque beauty, but she’s only 5′ 3” and it’s particularly noticeable in a scene filmed at Warner Brothers Studios.
It’s also fabulous to see both the great Alan Alda (here showing signs of his Parkinson’s) and Ray Liotta on screen again, as both low-rent and top-dollar lawyers respectively.
But WHY exactly are they divorcing?
I found the whole set up of the movie as frustrating. There seemed no clear understanding of why the separation is happening. True there is an affair involved (and Mrs Movie Man and I have always lived our nearly 40 years of marriage with the understanding that a “one strike” rule applies). But notwithstanding that, it seems to be more of a ‘drifting apart’ that’s gone on. I just wanted to give them a good shaking and get them to work it out!
This is all obviously unfair – because (and I also know this from experience) that in many marriages ‘shit happens’: some people do just want to do different things; feel suffocated; etc. And – thinking about it – I’m not sure there was any real reason given for Meryl Streep‘s departure in K vs K: which was part of the reason for Dustin Hoffman‘s character’s frustration.
Who do you sympathise with?
This is a movie where the audience is bound to take a side. But for me, there was only one side to take and that was Charlie’s. The actions of Nicole seem reprehensible and unforgivable, and when there are lines to be crossed she seems to have little hesitation in crossing them.
Many people seem to rave about this movie, but…
…I found the pace to be inconsistent. At one point, the story just stops for a soulful rendition by Charlie of a song in a bar, and I frankly just got bored with it. And while there’s a steady build up of the legal case involved, suddenly we seem to skip to a resolution without any real rationale for it. Or did I fall asleep??
A further irritation for me was Julie Hagerty as Nicole’s mum Sandra. She does the kooky mum turn that she did perfectly well in last year’s funny “Instant Family“, but its a role that really didn’t seem to fit in this movie. There’s an element of slapstick comedy in these scenes that just didn’t suit the general tone of the movie.
Overall, I just don’t share the love for this movie. Given the choice, I’d much rather watch Kramer vs Kramer again.
And what was that punchline?
By the way, Alan Alda is a fantastic comedian, and really knows how to deliver a joke. In this movie he’s regaling Charlie with a long-winded story (on the clock) when Charlie interrupts him. How did it end…. Alda revealed the full joke after a press screening at the New York Film Festival… and it’s a corker!
This woman’s at her hairdresser’s, and she says, “I’m going to Rome on holiday.”
He says, “Oh really, what airline are you taking?”
She says, “Alitalia.”
He says, “Alitalia, are you crazy? That’s terrible, don’t take that.”
He says, “Where are you gonna stay?”
She says, “I’m gonna stay at The Hassler.”
“The Hassler! What, are you kidding? They’re renovating the Hassler. You’ll hear hammering all night long. You won’t sleep! What are you gonna see?”
She says, “I think I’m going to try to go to the Vatican.” “The Vatican? You’ll be standing in line all day long—”
(Charlie interrupts at this point, but the joke goes on)
So she goes to Rome. She comes back, and the hairdresser says, “How was it?”
She says, “It was a great trip, it was wonderful.”
“How was the Vatican?”
“Wonderful! We happened to meet the Pope.”
“You met the Pope?”
“Yeah, and he spoke to me.”
“What did he say to you?”
“He said, ‘Where’d you get that f***ing haircut?’”
LOL!
For me, mention the phrase “divorce movie” and there’s only one film that comes to mind – the Oscar-laden classic from 1979 starring an immaculate Dustin Hoffman and Meryl Streep. THAT toy plane; THOSE stiches! (Gulp). This is the yardstick by which I judge such movies… and to be honest, “Marriage Story” didn’t measure up.
The story.
We start the movie seeing the apparently idyllic married life of theatre impresario Charlie (Adam Driver) and his lead actress and muse Nicole (Scarlett Johansson), together bringing up their young child. But spin forwards and the pair are in the middle of an ‘amicable’ separation, with Nicole returning to her home roots in California and Charlie having an expensive commute to and from New York where he’s struggling to premiere his show on Broadway.
But despite an agreement to keep lawyers out of the equation, Nicole is persuaded to lawyer up with Nora Fanshaw (Laura Dern) tightening up the legal screws until Charlie’s life risks being torn apart. It’s time for him to fight back.
Well regarded by the Academy.
As for “Kramer vs Kramer”, this is a movie that has been garlanded with multiple Oscar nominations. Both Driver and Johansson are nominated in the lead acting roles and Laura Dern seems to be favourite for the Best Supporting Actress gong (after winning the Golden Globe and the BAFTA). Three more Oscar nominations come for the score (by Randy Newman); the original screenplay (by director Noah Baumbach); and a Best Film nomination.
Both leads deliver really emotional performances, with Johansson in particular being very believable in the role. But who knew she was so short?! She always strikes me as a statuesque beauty, but she’s only 5′ 3” and it’s particularly noticeable in a scene filmed at Warner Brothers Studios.
It’s also fabulous to see both the great Alan Alda (here showing signs of his Parkinson’s) and Ray Liotta on screen again, as both low-rent and top-dollar lawyers respectively.
But WHY exactly are they divorcing?
I found the whole set up of the movie as frustrating. There seemed no clear understanding of why the separation is happening. True there is an affair involved (and Mrs Movie Man and I have always lived our nearly 40 years of marriage with the understanding that a “one strike” rule applies). But notwithstanding that, it seems to be more of a ‘drifting apart’ that’s gone on. I just wanted to give them a good shaking and get them to work it out!
This is all obviously unfair – because (and I also know this from experience) that in many marriages ‘shit happens’: some people do just want to do different things; feel suffocated; etc. And – thinking about it – I’m not sure there was any real reason given for Meryl Streep‘s departure in K vs K: which was part of the reason for Dustin Hoffman‘s character’s frustration.
Who do you sympathise with?
This is a movie where the audience is bound to take a side. But for me, there was only one side to take and that was Charlie’s. The actions of Nicole seem reprehensible and unforgivable, and when there are lines to be crossed she seems to have little hesitation in crossing them.
Many people seem to rave about this movie, but…
…I found the pace to be inconsistent. At one point, the story just stops for a soulful rendition by Charlie of a song in a bar, and I frankly just got bored with it. And while there’s a steady build up of the legal case involved, suddenly we seem to skip to a resolution without any real rationale for it. Or did I fall asleep??
A further irritation for me was Julie Hagerty as Nicole’s mum Sandra. She does the kooky mum turn that she did perfectly well in last year’s funny “Instant Family“, but its a role that really didn’t seem to fit in this movie. There’s an element of slapstick comedy in these scenes that just didn’t suit the general tone of the movie.
Overall, I just don’t share the love for this movie. Given the choice, I’d much rather watch Kramer vs Kramer again.
And what was that punchline?
By the way, Alan Alda is a fantastic comedian, and really knows how to deliver a joke. In this movie he’s regaling Charlie with a long-winded story (on the clock) when Charlie interrupts him. How did it end…. Alda revealed the full joke after a press screening at the New York Film Festival… and it’s a corker!
This woman’s at her hairdresser’s, and she says, “I’m going to Rome on holiday.”
He says, “Oh really, what airline are you taking?”
She says, “Alitalia.”
He says, “Alitalia, are you crazy? That’s terrible, don’t take that.”
He says, “Where are you gonna stay?”
She says, “I’m gonna stay at The Hassler.”
“The Hassler! What, are you kidding? They’re renovating the Hassler. You’ll hear hammering all night long. You won’t sleep! What are you gonna see?”
She says, “I think I’m going to try to go to the Vatican.” “The Vatican? You’ll be standing in line all day long—”
(Charlie interrupts at this point, but the joke goes on)
So she goes to Rome. She comes back, and the hairdresser says, “How was it?”
She says, “It was a great trip, it was wonderful.”
“How was the Vatican?”
“Wonderful! We happened to meet the Pope.”
“You met the Pope?”
“Yeah, and he spoke to me.”
“What did he say to you?”
“He said, ‘Where’d you get that f***ing haircut?’”
LOL!
Daniel Boyd (1066 KP) rated The Amazing Spider-Man 2 in Video Games
Jul 21, 2017
Poor Graphics (3 more)
Awkward Animation
Glitches Galore
Rushed Ending
Can He Swing From A Web? Yeah, But That’s About All He Can Do…
You may be thinking Dan, why the hell are you reviewing a low rated movie tie in game that came out three years ago? Well, I would say, that is a very valid question. I am reviewing this game because I actually believe it is one of the most relevant games I’ve played so far this year in terms of the wider gaming landscape, so yeah you have me rumbled, this won’t be so much a review of The Amazing Spiderman 2 for PS4 as it will be a commentary on bad games in general and their place in the modern gaming landscape.
I had just come off of finally getting around to playing Until Dawn at the start of January. A well made, well written, well acted, well executed teen horror story that had atmosphere and intrigue in spades. I then went on to play a game that I thought was mediocre by comparison, DMC Definitive Edition. When playing through the story I was so underwhelmed and disappointed in what they had turned this once great franchise into, an angsty, melodramatic, arcade slash ‘em up with as much depth as the shallow end of the kiddies swimming pool. I thought what a waste of cash and time. What a piece of garbage. Oh how naive I was, I had no idea how much worse it could get. After beating DMC and the attached story DLC that came with the Definitive Edition, I popped out the game and slid in The Amazing Spiderman 2. The first thing that I noticed was that the game graphically is at the same level if not worse than the first Amazing Spiderman game on PS3, but I thought hey, games with under par graphics can still be fun, UI’s and poly counts aren’t everything so I began working my way through the main story. Let’s start with the only positive that this game has going for it, the web slinging. Traversal feels and looks great in the game, zipping around NYC is a treat and when everything works correctly, you can pull off some truly spectacular acrobatics while shooting around in mid air. The shoulder buttons on the controller are matched to Spidey’s arms, left trigger for left swing, right trigger for right swing, and unlike the last game, in this one the web shooters have to be aimed at a building in order to perform a successful swing. The important phrase here, is ‘when it works.’ There were several times when I would be right next to a building and press the trigger to swing, only to hear Spidey say, ‘Hey, this just in, web slingers need something to stick to.’ No shit Spidey, that’s why I’m pressing the trigger on the side where the huge fucking skyscraper is. Also, there would be times when I had a decent amount of momentum going, swing left, right, left, right consecutively and as I pressed the left trigger again to attach to the building on my left, for some odd reason, Spidey would fire his right hand web shooter, attaching to a distant building on the right, turning me away from the direction I was swinging and totally ruining my momentum, this was particularly frustrating during boss fights and chase sequences or when swinging against the clock. Overall though traversal is fun, okay now that the positive is out of the way, let’s rip this thing apart. Animations are stiff, glitches are common and every cutscene in the game ends abruptly with an awkward animation that resembles the look of a news anchor when they run out of words to read off the teleprompter, but the camera is still rolling. Why they decided to add a dialogue system, I have no idea, it is so unnecessary and out of place and has absolutely no effect on the outcome of the game’s narrative, it’s simply there for the sake of having a dialogue option. The plot is fairly standard, but is bearable for the first two thirds of the game, however the point that the publishers told the development team to get a move on and meet the deadline to coincide with the release of the movie becomes instantly clear. The last 5 or so chapters in the game are so rushed it’s like going through a checklist. The first bossfight in the last third of the game is pretty mundane, but at least there is an attempt at a build up to it. However after that fight you are teleported to the top of a skyscraper to battle Electro in a boss fight with the least build up ever. So you do that and then you are corrected, this next boss fight with the Green Goblin is the least build up to a boss fight ever. You don’t see the transformation of either Electro or the Goblin and honestly, if I hadn’t seen the movie that goes with this game, I would not have had a clue about what was going on. Then it’s as if the game remembers that they made a half arsed attempt at introducing Carnage away back at the beginning of the story and so they throw in another out of the blue boss fight to end the game. Wow, this lack of story build up and context wouldn’t have been acceptable in a PS1 game, it certainly isn’t acceptable here. Also the game again (just like the first one,) tries to copy the Arkham games in terms of the stealth and combat systems and miserably fails.
In my opinion, games like this; lazy, half arsed cash grabs, just aren’t acceptable in today’s modern landscape of video games. I thought DMC was a slog, but after playing this piece of dogshit, DMC is game of the year material. So please, please stop. Until you have a dedicated team who genuinely want to make a good game for fans of a franchise, don’t bother. Signed by everyone.
I had just come off of finally getting around to playing Until Dawn at the start of January. A well made, well written, well acted, well executed teen horror story that had atmosphere and intrigue in spades. I then went on to play a game that I thought was mediocre by comparison, DMC Definitive Edition. When playing through the story I was so underwhelmed and disappointed in what they had turned this once great franchise into, an angsty, melodramatic, arcade slash ‘em up with as much depth as the shallow end of the kiddies swimming pool. I thought what a waste of cash and time. What a piece of garbage. Oh how naive I was, I had no idea how much worse it could get. After beating DMC and the attached story DLC that came with the Definitive Edition, I popped out the game and slid in The Amazing Spiderman 2. The first thing that I noticed was that the game graphically is at the same level if not worse than the first Amazing Spiderman game on PS3, but I thought hey, games with under par graphics can still be fun, UI’s and poly counts aren’t everything so I began working my way through the main story. Let’s start with the only positive that this game has going for it, the web slinging. Traversal feels and looks great in the game, zipping around NYC is a treat and when everything works correctly, you can pull off some truly spectacular acrobatics while shooting around in mid air. The shoulder buttons on the controller are matched to Spidey’s arms, left trigger for left swing, right trigger for right swing, and unlike the last game, in this one the web shooters have to be aimed at a building in order to perform a successful swing. The important phrase here, is ‘when it works.’ There were several times when I would be right next to a building and press the trigger to swing, only to hear Spidey say, ‘Hey, this just in, web slingers need something to stick to.’ No shit Spidey, that’s why I’m pressing the trigger on the side where the huge fucking skyscraper is. Also, there would be times when I had a decent amount of momentum going, swing left, right, left, right consecutively and as I pressed the left trigger again to attach to the building on my left, for some odd reason, Spidey would fire his right hand web shooter, attaching to a distant building on the right, turning me away from the direction I was swinging and totally ruining my momentum, this was particularly frustrating during boss fights and chase sequences or when swinging against the clock. Overall though traversal is fun, okay now that the positive is out of the way, let’s rip this thing apart. Animations are stiff, glitches are common and every cutscene in the game ends abruptly with an awkward animation that resembles the look of a news anchor when they run out of words to read off the teleprompter, but the camera is still rolling. Why they decided to add a dialogue system, I have no idea, it is so unnecessary and out of place and has absolutely no effect on the outcome of the game’s narrative, it’s simply there for the sake of having a dialogue option. The plot is fairly standard, but is bearable for the first two thirds of the game, however the point that the publishers told the development team to get a move on and meet the deadline to coincide with the release of the movie becomes instantly clear. The last 5 or so chapters in the game are so rushed it’s like going through a checklist. The first bossfight in the last third of the game is pretty mundane, but at least there is an attempt at a build up to it. However after that fight you are teleported to the top of a skyscraper to battle Electro in a boss fight with the least build up ever. So you do that and then you are corrected, this next boss fight with the Green Goblin is the least build up to a boss fight ever. You don’t see the transformation of either Electro or the Goblin and honestly, if I hadn’t seen the movie that goes with this game, I would not have had a clue about what was going on. Then it’s as if the game remembers that they made a half arsed attempt at introducing Carnage away back at the beginning of the story and so they throw in another out of the blue boss fight to end the game. Wow, this lack of story build up and context wouldn’t have been acceptable in a PS1 game, it certainly isn’t acceptable here. Also the game again (just like the first one,) tries to copy the Arkham games in terms of the stealth and combat systems and miserably fails.
In my opinion, games like this; lazy, half arsed cash grabs, just aren’t acceptable in today’s modern landscape of video games. I thought DMC was a slog, but after playing this piece of dogshit, DMC is game of the year material. So please, please stop. Until you have a dedicated team who genuinely want to make a good game for fans of a franchise, don’t bother. Signed by everyone.
Mothergamer (1546 KP) rated the PlayStation 3 version of Catherine in Video Games
Apr 3, 2019
First of all, let me say that while I know a lot of you love Atlus games as much as I do, Catherine is not a typical video game. In fact, it is a sliding block puzzle game with a great story woven in. If you're not big on puzzle games, Catherine may not be the video game for you. However, if you genuinely enjoy challenging puzzles and are a puzzle game addict like myself, Catherine definitely gives you your money's worth.
Catherine is much more than a puzzle game however. The story is definitely what brings everything together. It addresses adult situations, things that people go through or suffer such as, fear of commitment, infidelity, and about how some people are childish and won't take responsibility for their actions. It's a unique title and simply an adult video game because it involves adult situations and the issues we have as we get older.
The story centers around Vincent Brooks who has a girlfriend by the name of Katherine. They're both in their early thirties and Katherine's biological clock is ticking which she hints at to him by telling him her mother has asked where the relationship is going. Vincent isn't sure he's ready for that level of commitment yet and says as much to his buddies he hangs out with at the local bar.
One night while hanging out at the bar mulling over a sliding block nightmare he had the night before, he runs into a beautiful blonde bombshell by the name of Catherine. Apparently after blacking out, he wakes up after another nightmare to find that she has spent the night. Of course, Vincent freaks out completely. Now, Vincent has to make a choice between lust and love, have good times with Catherine or finally make a commitment to Katherine.
Vincent's nightmares continue and even worse, people actually seem to be dying in them.Healthy men in their twenties and thirties are found dead in their beds and there seems to be no reason for it. A rumor goes around that it is a woman cursing all these men for being unfaithful. Is the rumor true? Vincent has to find out, climbing for his life one nightmare at a time.
Vincent Brooks In His Nightmare
Vincent's nightmares are the heart and soul of the puzzle sections. Every night, he wakes up surrounded by sheep, with horns growing out of his head and a voice taunting him to come up. There are items along the way that help you with the puzzles, but many obstacles as well involving sheep that are trying to climb also as the world crumbles behind them. You have a reason to climb, survival and the inner demons Vincent is struggling with. If you don't climb, you die. One example of this is, there's a giant monster version of Vincent's girlfriend Katherine, trying to grab him and smash the heck out of him. If Vincent's not quick enough to climb all those blocks to the top, he will surely die.
Every night, there's a different puzzle with each nightmare and depending on how quickly you get to the top and how many points you get, you can win gold, silver, or bronze trophies. The complexity of the puzzles is very interesting and the story is well written and captures your attention perfectly. It sounds silly, but you actually feel a sense of accomplishment when you have figured out a rather difficult puzzle.
Solve The Puzzle Or Die Trying
This brings up the next point. Some of the puzzles in Catherine will make you want to punch every living thing in your path. The difficulty level is excruciatingly high on a variety of them. There's no shame in playing a game on the Easy level. I know I will try a game on Easy first, to get a feel for the controls, to see how well the game plays, and to have a chance to genuinely enjoy the story that is being told. Then I will play again working on all the achievements and trophies, and improving my game scores. This is what I did with Catherine and some of those puzzles made me want to punch whoever designed it right in the face. A challenge is all well and good and definitely in a puzzle game, but when the game is on the Easy setting and it's still making you weep bitter tears of defeat, that is a big problem. Don't believe me? Apparently the difficulty level was such a destroyer of worlds, that the Japanese gamers complained about it. Frankly, that said quite a lot to me about how high Atlus raised the bar on these puzzles. The complaints were so many, that Atlus promised to put a patch in that would make the game much less difficult on Easy. I do understand their reasoning that they wanted the game to be challenging, so that players could reap huge rewards when they solved a puzzle, but the Easy setting in a game should be just that, easy and not throw people into the deep end with a sink or swim attitude. That's what the Hard and Nightmare settings are for.
However, there is hope! There is a secret trick to get to a Very Easy mode. It's a secret that Atlus put in to make the game a cake walk for players. When you access the main menu of the game, highlight Golden Playhouse and hold the back or select button for a few seconds. The screen will flash with a prompt telling you Very Easy mode has been activated. From there, the puzzles are much easier, and you can actually enjoy the story without those resentful feelings and frustration. It is a nice touch, and I give kudos to Atlus for caring enough about fans of their games to put it in there, because they do want people to enjoy the game.
Overalll, the game is great. The story is well thought out and acted out well with a great voice cast. There are also interesting characters that Vincent meets in the bar and can talk to, even help them with their issues. There is also a fun mini game in Catherine, called Rapunzel that is a sliding block puzzle game also that gives you pretty good rewards when you beat all the levels, along with opportunities to unlock music from various Atlus games and the Catherine game to play on the jukebox in the bar.
I have always loved the artwork in Atlus video games and Catherine is no exception. Right down to the animated short cut scenes, everything is colorful, seamless, and you really appreciate how everything ties together. The music, the voice cast, and the game play all mesh into a fantastic video game. Catherine is definitely a game worth having in any gaming enthusiast's collection and absolutely worth playing more than once.
Catherine is much more than a puzzle game however. The story is definitely what brings everything together. It addresses adult situations, things that people go through or suffer such as, fear of commitment, infidelity, and about how some people are childish and won't take responsibility for their actions. It's a unique title and simply an adult video game because it involves adult situations and the issues we have as we get older.
The story centers around Vincent Brooks who has a girlfriend by the name of Katherine. They're both in their early thirties and Katherine's biological clock is ticking which she hints at to him by telling him her mother has asked where the relationship is going. Vincent isn't sure he's ready for that level of commitment yet and says as much to his buddies he hangs out with at the local bar.
One night while hanging out at the bar mulling over a sliding block nightmare he had the night before, he runs into a beautiful blonde bombshell by the name of Catherine. Apparently after blacking out, he wakes up after another nightmare to find that she has spent the night. Of course, Vincent freaks out completely. Now, Vincent has to make a choice between lust and love, have good times with Catherine or finally make a commitment to Katherine.
Vincent's nightmares continue and even worse, people actually seem to be dying in them.Healthy men in their twenties and thirties are found dead in their beds and there seems to be no reason for it. A rumor goes around that it is a woman cursing all these men for being unfaithful. Is the rumor true? Vincent has to find out, climbing for his life one nightmare at a time.
Vincent Brooks In His Nightmare
Vincent's nightmares are the heart and soul of the puzzle sections. Every night, he wakes up surrounded by sheep, with horns growing out of his head and a voice taunting him to come up. There are items along the way that help you with the puzzles, but many obstacles as well involving sheep that are trying to climb also as the world crumbles behind them. You have a reason to climb, survival and the inner demons Vincent is struggling with. If you don't climb, you die. One example of this is, there's a giant monster version of Vincent's girlfriend Katherine, trying to grab him and smash the heck out of him. If Vincent's not quick enough to climb all those blocks to the top, he will surely die.
Every night, there's a different puzzle with each nightmare and depending on how quickly you get to the top and how many points you get, you can win gold, silver, or bronze trophies. The complexity of the puzzles is very interesting and the story is well written and captures your attention perfectly. It sounds silly, but you actually feel a sense of accomplishment when you have figured out a rather difficult puzzle.
Solve The Puzzle Or Die Trying
This brings up the next point. Some of the puzzles in Catherine will make you want to punch every living thing in your path. The difficulty level is excruciatingly high on a variety of them. There's no shame in playing a game on the Easy level. I know I will try a game on Easy first, to get a feel for the controls, to see how well the game plays, and to have a chance to genuinely enjoy the story that is being told. Then I will play again working on all the achievements and trophies, and improving my game scores. This is what I did with Catherine and some of those puzzles made me want to punch whoever designed it right in the face. A challenge is all well and good and definitely in a puzzle game, but when the game is on the Easy setting and it's still making you weep bitter tears of defeat, that is a big problem. Don't believe me? Apparently the difficulty level was such a destroyer of worlds, that the Japanese gamers complained about it. Frankly, that said quite a lot to me about how high Atlus raised the bar on these puzzles. The complaints were so many, that Atlus promised to put a patch in that would make the game much less difficult on Easy. I do understand their reasoning that they wanted the game to be challenging, so that players could reap huge rewards when they solved a puzzle, but the Easy setting in a game should be just that, easy and not throw people into the deep end with a sink or swim attitude. That's what the Hard and Nightmare settings are for.
However, there is hope! There is a secret trick to get to a Very Easy mode. It's a secret that Atlus put in to make the game a cake walk for players. When you access the main menu of the game, highlight Golden Playhouse and hold the back or select button for a few seconds. The screen will flash with a prompt telling you Very Easy mode has been activated. From there, the puzzles are much easier, and you can actually enjoy the story without those resentful feelings and frustration. It is a nice touch, and I give kudos to Atlus for caring enough about fans of their games to put it in there, because they do want people to enjoy the game.
Overalll, the game is great. The story is well thought out and acted out well with a great voice cast. There are also interesting characters that Vincent meets in the bar and can talk to, even help them with their issues. There is also a fun mini game in Catherine, called Rapunzel that is a sliding block puzzle game also that gives you pretty good rewards when you beat all the levels, along with opportunities to unlock music from various Atlus games and the Catherine game to play on the jukebox in the bar.
I have always loved the artwork in Atlus video games and Catherine is no exception. Right down to the animated short cut scenes, everything is colorful, seamless, and you really appreciate how everything ties together. The music, the voice cast, and the game play all mesh into a fantastic video game. Catherine is definitely a game worth having in any gaming enthusiast's collection and absolutely worth playing more than once.
Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Paul Kellett (118 KP) rated The City of Kings in Tabletop Games
May 1, 2019
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Purple Phoenix Games (2266 KP) rated Sheepy Time in Tabletop Games
May 27, 2021
Have you ever had trouble falling asleep? One method that supposedly helps lull you into a gentle slumber is counting sheep – imagine sheep prancing across a field and jumping over a fence. What seems like a simple and mundane task to us is actually a full-time job for these Dream Sheep! So put on your PJ’s, lace up your slippers (?), and clock in for a night of fence-jumping, all while avoiding the spooky Nightmares that will try to scare you awake!
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
Purple Phoenix Games (2266 KP) rated Questeros in Tabletop Games
Jan 21, 2021
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Purple Phoenix Games (2266 KP) rated Spy Club in Tabletop Games
Aug 12, 2021
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.
Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!
A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.
Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.
After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.
Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.
Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.
There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!
I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.
I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!
A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.
Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.
After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.
Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.
Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.
There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!
I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.
I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
Purple Phoenix Games (2266 KP) rated Matryoshka in Tabletop Games
Apr 8, 2022
I don’t know about you, but I have always been fascinated by Russian nesting dolls, known as Matryoshka dolls. Something about opening the outer-most doll and finding an exact replica, but smaller, just brings me so much joy and satisfaction. I could play with them all day. So whilst perusing Miniature Market, I came across this little card game. Does Matryoshka give me the same sense of satisfaction as playing with physical nesting dolls? Or does it leave me feeling empty, like a Matryoshka that is missing its inner dolls? (This analogy is a stretch, but I’m sticking with it)
Matryoshka is a card game of hand management and set collection in which players are antique collectors attempting to gather complete sets of valuable Matryoshka dolls. Over the course of 4 rounds, players will be trading (in a sort of auction/bidding way) cards in their attempts to collect different sets of numerically ascending Matryoshka dolls. To setup for a game, you will first create the game deck. Depending on the player count, you will use a specific number of Matryoshka sets for the game – each set ranging from values 1-7. Shuffle the deck and deal 6 cards to each player, placing the remaining cards in the middle of the play area in a face-down draw deck. Players will then select 2 cards from their hand to place in their Display (tableau), organized as described in the rules. Cards in your display are visible to all players, and provide information as to what cards you have, and what cards you may be looking for. So deciding which cards to Display is part of your strategy. Select a starting player, and the game is ready to begin! Pictured below is the setup for a four-player game.
Each round is consists of 3 phases: Draw, Exchange, and Display. To begin the round, all players will draw 2 new cards from the deck. The Exchange phase is played in turns, beginning with the starting player as the active player. The active player will select one card from their hand to be placed face-up in the middle of the table. This is the card that is up for trade. All other players must then choose one card from their hands to be offered in exchange. Players keep their offer cards hidden, and the active player will secretly look at all offer cards. The active player then chooses one of the offer cards to take into their hand, and the player whose card was chosen takes the active player’s face-up card. All other players take their offer cards back into their own hand. Play then moves clock-wise, beginning another Exchange with a new active player.
When all players have had the opportunity to be the active player, the game moves to the Display phase. Players take all cards from their Display into their hand, and will then create a new Display. As the game rounds progress, the number of cards in each Display increases. To start the game, all players Display 2 cards. After the first round, the Display will have 4 cards, then 6, 8, and finally 13 to end the game. Again, cards in your Display are visible to all players, and that information could be used strategically when Exchanging cards in the second game phase. After the fourth and final round, players will have a total of 13 cards in their Display. Each Display is now scored, earning points for consecutive cards per row as well as sets of the same size of doll. The player with the highest total score is the winner of the game!
I should probably start by saying that I’m a sucker for set collection. So when I stumbled across Matryoshka, the theme drew me in and the set collection mechanic prompted me to hit ‘Add to Cart.’ And I have to say that I am loving this game. One major element that I like about Matryoshka is the simplicity of the gameplay. Draw 2 cards each round, offer cards from your hand in Exchange for others, create Displays of your sets. Easy as pie.
What really takes this game above and beyond for me are the strategic elements. Deciding which cards to Display at the end of each round is a major strategy point of the game. You have to be careful with which cards you choose to Display, because they are visible to all players. So maybe you’ve got a set of 5 consecutive cards, but do you really want your opponents to know that? Is it better to only Display a couple and use other sets to finish your Display? Or maybe you do want people to know you’re gunning for that set, as it may prompt them to offer any of those cards from their hand, for which you would pay a pretty price. You scratch my back, I’ll scratch yours, right? Along with that comes the negotiation tactic. During every Exchange, players are allowed to try to influence the active player for certain trades. Take my card now and I’ll owe you a favor later sort of thing. It’s neat to see what strategies players will try with each passing round.
ALSO it pays to pay careful attention to all opponents each round. When creating your Display at the end of every round, you do not have to use the same cards as in your last Display. So you can strategize to bait opponents to giving you cards you want, or to try and keep your chosen sets secret. That being said, paying attention to opposing Displays can be a good tactic. Maybe your neighbor just had a consecutive run of 3 cards in their Display, but now are choosing to only Display 1 of those cards – just because you can’t see the others, doesn’t mean they’re not necessarily there. So changing up Displays can be a way to maybe trick your opponents into thinking you do or do not have specific cards. If you keep a careful eye out, you may be able to deduce what everyone is hiding…
A quick note on components – this game is a stack of cards in a small magnetically-closing box. The artwork is thematic and unique, the rules and scoring aids are understandable, and the box itself is nice and sturdy. The cards are not the most high-quality I’ve seen in games, but as long as my players are gentle, that shouldn’t be a problem in the long run.
So all in all, I think you can tell that I love Matryoshka. The gameplay is simple and fast, yet the strategic options really get you thinking and perhaps second-guessing every Exchange that is made. I really like the element of changing Displays at the end of every round, as it allows players to adapt their strategy for the coming round. I wasn’t really sure what to expect when I picked up this game, but I was pleasantly surprised. It’s one that I’m definitely happy to have, and can see myself pulling it out often for a quick, yet strategic game between some of the bigger games out there. To bring back my analogy from my intro (yep, I’m committed to this joke), I would say that Matryoshka is nearly as satisfying as playing with a physical set of nesting dolls. If you’re looking for something light yet engaging, I would definitely recommend picking this one up. Purple Phoenix Games gives Matryoshka a nestled 5 / 6.
Matryoshka is a card game of hand management and set collection in which players are antique collectors attempting to gather complete sets of valuable Matryoshka dolls. Over the course of 4 rounds, players will be trading (in a sort of auction/bidding way) cards in their attempts to collect different sets of numerically ascending Matryoshka dolls. To setup for a game, you will first create the game deck. Depending on the player count, you will use a specific number of Matryoshka sets for the game – each set ranging from values 1-7. Shuffle the deck and deal 6 cards to each player, placing the remaining cards in the middle of the play area in a face-down draw deck. Players will then select 2 cards from their hand to place in their Display (tableau), organized as described in the rules. Cards in your display are visible to all players, and provide information as to what cards you have, and what cards you may be looking for. So deciding which cards to Display is part of your strategy. Select a starting player, and the game is ready to begin! Pictured below is the setup for a four-player game.
Each round is consists of 3 phases: Draw, Exchange, and Display. To begin the round, all players will draw 2 new cards from the deck. The Exchange phase is played in turns, beginning with the starting player as the active player. The active player will select one card from their hand to be placed face-up in the middle of the table. This is the card that is up for trade. All other players must then choose one card from their hands to be offered in exchange. Players keep their offer cards hidden, and the active player will secretly look at all offer cards. The active player then chooses one of the offer cards to take into their hand, and the player whose card was chosen takes the active player’s face-up card. All other players take their offer cards back into their own hand. Play then moves clock-wise, beginning another Exchange with a new active player.
When all players have had the opportunity to be the active player, the game moves to the Display phase. Players take all cards from their Display into their hand, and will then create a new Display. As the game rounds progress, the number of cards in each Display increases. To start the game, all players Display 2 cards. After the first round, the Display will have 4 cards, then 6, 8, and finally 13 to end the game. Again, cards in your Display are visible to all players, and that information could be used strategically when Exchanging cards in the second game phase. After the fourth and final round, players will have a total of 13 cards in their Display. Each Display is now scored, earning points for consecutive cards per row as well as sets of the same size of doll. The player with the highest total score is the winner of the game!
I should probably start by saying that I’m a sucker for set collection. So when I stumbled across Matryoshka, the theme drew me in and the set collection mechanic prompted me to hit ‘Add to Cart.’ And I have to say that I am loving this game. One major element that I like about Matryoshka is the simplicity of the gameplay. Draw 2 cards each round, offer cards from your hand in Exchange for others, create Displays of your sets. Easy as pie.
What really takes this game above and beyond for me are the strategic elements. Deciding which cards to Display at the end of each round is a major strategy point of the game. You have to be careful with which cards you choose to Display, because they are visible to all players. So maybe you’ve got a set of 5 consecutive cards, but do you really want your opponents to know that? Is it better to only Display a couple and use other sets to finish your Display? Or maybe you do want people to know you’re gunning for that set, as it may prompt them to offer any of those cards from their hand, for which you would pay a pretty price. You scratch my back, I’ll scratch yours, right? Along with that comes the negotiation tactic. During every Exchange, players are allowed to try to influence the active player for certain trades. Take my card now and I’ll owe you a favor later sort of thing. It’s neat to see what strategies players will try with each passing round.
ALSO it pays to pay careful attention to all opponents each round. When creating your Display at the end of every round, you do not have to use the same cards as in your last Display. So you can strategize to bait opponents to giving you cards you want, or to try and keep your chosen sets secret. That being said, paying attention to opposing Displays can be a good tactic. Maybe your neighbor just had a consecutive run of 3 cards in their Display, but now are choosing to only Display 1 of those cards – just because you can’t see the others, doesn’t mean they’re not necessarily there. So changing up Displays can be a way to maybe trick your opponents into thinking you do or do not have specific cards. If you keep a careful eye out, you may be able to deduce what everyone is hiding…
A quick note on components – this game is a stack of cards in a small magnetically-closing box. The artwork is thematic and unique, the rules and scoring aids are understandable, and the box itself is nice and sturdy. The cards are not the most high-quality I’ve seen in games, but as long as my players are gentle, that shouldn’t be a problem in the long run.
So all in all, I think you can tell that I love Matryoshka. The gameplay is simple and fast, yet the strategic options really get you thinking and perhaps second-guessing every Exchange that is made. I really like the element of changing Displays at the end of every round, as it allows players to adapt their strategy for the coming round. I wasn’t really sure what to expect when I picked up this game, but I was pleasantly surprised. It’s one that I’m definitely happy to have, and can see myself pulling it out often for a quick, yet strategic game between some of the bigger games out there. To bring back my analogy from my intro (yep, I’m committed to this joke), I would say that Matryoshka is nearly as satisfying as playing with a physical set of nesting dolls. If you’re looking for something light yet engaging, I would definitely recommend picking this one up. Purple Phoenix Games gives Matryoshka a nestled 5 / 6.
Purple Phoenix Games (2266 KP) rated Harsh Shadows in Tabletop Games
Apr 20, 2021
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!