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    Ultimate Horse Simulator

    Ultimate Horse Simulator

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    Gallop into a brand new adventure as a beautiful wild Horse! Live wild and free in a gorgeous new...

Kids Chronicles: Quest for the Moon Stones
Kids Chronicles: Quest for the Moon Stones
2021 | Adventure, Exploration, Fantasy, Kids Game
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…

In Kids Chronicles: Quest of the Moon Stones (which I will just call “this game” from here on out if you please), players are new apprentices to Merlin, the old wizard keeping two neighboring kingdoms together and keeping them from warring with each other. In this game, players will be adventuring across the double-sided board solving riddles, completing quests, and meeting tons of great characters all with the assistance and guidance of a free app specifically designed for this game.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


Setup could not be easier for this game. First, download the Kids Chronicles app to your phone or tablet, lay out the board (initially on the side that looks like Summer), display the Character cards and Item cards face-up in their respective decks. You don’t even have to sort or shuffle them! And you’re done. The game is ready to be played! Open the app and let it guide you through each mission – but do start with the tutorial, especially if any player hasn’t played a hybrid board game like this before.

I do not want to give away too much information in this review, so I will keep this portion brief. Throughout the game players will be marching around to different parts of the board, speaking with characters, collecting items, and solving riddles by scanning the QR codes found on the cards and board locations. I really should stop here so as not to spoil any actual gameplay information.
I have reviewed many of these hybrid app-driven games from Lucky Duck Games (Chronicles of Crime, CoC: 1400, CoC: 1900, and CoC: 2400). None of them, however, are designed for children, nor recommended for children to even play. With those titles, very adult themes are played through, but this is not so here with this game. Kids Chronicles is VERY family friendly, and the app simply walks players through the entire setup and missions.

What I enjoy most about this game, especially after having played their bigger siblings, is that there is no time limit to have things completed. So players can travel across the land, scanning whatever they like, and not be penalized for it. You just can’t do that with the grown-up versions. Also, the art is excellent and colorful – perfect for a kids game. The stunning visual appeal, free-feeling adventuring, and introducing the hybridization of apps and board games to children all work together really well here.

Now, the box advises that this game is for ages 7+ but my little 5-year-old loves this one and asks to play it all the time. There is a lot of reading to be done from the app (it doesn’t read anything aloud), but that just adds to the fun for us, because I enjoy adding different voices to the characters. So in a way, this is very similar to reading a nighttime book, but just way more fun.

So, if you have little gamers at home that are ready for that next step, I recommend checking out Kids Chronicles. I am super happy that Lucky Duck Games is branching out into the children’s games market, and bringing that excellent scanning mechanic along for the ride. Once you get the hang of this style of game, I suggest you also then pick up a copy of one of the Chronicles of Crime games for your adult game nights. You can thank me later!
  
Exodus: An Interstellar Pathways Adventure
Exodus: An Interstellar Pathways Adventure
2021 | Adventure, Card Game, Science Fiction, Space
We ALL loved those “Adventure Books That Let You Choose Your Own Path” when growing up. At least I THINK we all loved them. But what would happen if the same premise was applied to a card game and set in the same universe as another game from the same designer and publisher? Well let me introduce you to Exodus.

Exodus is a “choose thine own pathway” card game for one to five players. In it, players will be reading sections of a story that unfolds across several oversized cards in the hopes of settling down on some other planet not being torn apart by galactic war. Sound familiar?

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are preview copy components (I think), 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 or purchase the game from the publisher directly. -T


Setup is super simple with this one. Yank out the cards from the box (and make sure they are numerically ordered), place them in a stack on the table, and also place out the stack of Inventory cards. The main Exodus cards are numbered 1-121 and there are 12 Inventory cards. Determine the first reader and the game may begin!
There really are not any “rules,” aside from reading the new card/scenario and choosing the card to jump to in order to continue the story. Or die, as I happen to do quite often. DARN YOU, CARD 13!! Players may decide to follow one path, or players may even split up and follow their own stories. The rules state that stories may have players rejoining each other on future cards, but I have yet to experience that before death.


The game continues with players reading cards, collecting Inventory items that are necessary for certain future choices, and attempting to tell a great story. Exodus could take five minutes, or even up to 60 minutes if the players make good choices. Players decide when to finish, and are even allowed to respawn after death or even retrace their steps in order to choose alternate endings to their stories.
Components. Again, we were provided with a prototype copy of the game. That said, Exodus is a box full of big tarot cards depicting excellent artwork and lots of text to be read. This certainly is not a game for budding readers (like my 5-year-old), but for players who enjoy a nice night reading an interesting sci-fi story.

I have a hard time deciding if I consider this a game or not. There are definitely choices to be made, akin to those made in the inspiration sourcebooks. However, I really feel this is more an activity that is set in the Xenohunters universe that may setup lore and be a jump-off to other games in the family. This is not at all a knock on the game, as having fleshed out lore for a game universe is necessary for a series containing several titles. You know, a game or not a game, I enjoyed playing through this one and discovering little secrets about the lore of the Xenohunters universe.

Though this isn’t a complex game at all, the choices made are sometimes quite difficult and could result in game-end conditions. I have definitely had games last five minutes before I died, but I have also had a couple that have lasted a lot longer as I try to find optimal choices and even backtracked a choice or two. I think I would suggest gamers play through this one a few times before attempting the Xenohunters game, if just for the backstories and lore alone. Want to grab a copy for yourself? Check out the Half-Monster Games store listing for Exodus. I also recommend grabbing both Xenohunters and Trust Me, I’m A Superhero. They are both great!
  
The Manhattan Project: Energy Empire
The Manhattan Project: Energy Empire
2016 | Civilization, Dice Game, Economic, Environmental, Business / Industrial
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.

Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.

To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.

Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.

Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.

Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.

The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.

Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.

The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.

Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.

Its a excellent work placement game. One i highly recordmend getting and play.
  
Tiny Epic Zombies
Tiny Epic Zombies
2018 | Collectible Components, Horror, Zombie / Survivalist
Who doesn’t love a day at the mall? Hanging out with friends, hitting the food court, checking out the sales at your favorite stores, trying to survive a zombie apocalypse, the possibilities are endless! Wait, what? Zombie apocalypse? Definitely NOT what you had in mind when you planned your trip to the mall, but it looks like you’re caught in the midst! The stores are in disarray and the mall is a mass of chaos (picture Black Friday shopping), and you need to get out! You and a band of survivors must fend off a hoard of zombies while collecting supplies and completing communal objectives in order to make it out alive!

Our next Tiny Epic game review brings us to the world of Zombies! Travis and I kickstarted this game last year, and it’s been a unique addition to the Tiny Epic series. Don’t let the adorable zombies fool you – the game requires a good amount of teamwork and strategy to be successful! And it can be played either cooperatively or competitively – a choice that I have not seen executed in a game before. So read on, fellow gamers, to decide if you have what it takes to survive this zombie infestation alive!

Disclaimer: There are 5 different game modes for Tiny Epic Zombies, but we have only played the completely Cooperative Game vs. an AI Zombie player. Once we have played the other game modes, we will either amend this review or write a new one! – L

Welcome to Tiny Epic Zombies – a cooperative game in which players must successfully complete 3 objectives before they are overrun by zombies. Players take on the role of mall-goers (each with a special ability) who have thus far survived the zombie outbreak. Players will move throughout the mall, battling zombies and picking up supplies, while working towards completing communal objectives. If all 3 objectives are completed, the players win! If the Search Deck runs out, or if the zombies take control of the courtyard and its remaining survivors, the players have lost the game.

For such a ‘tiny’ game, there really is a lot going on. Each player’s turn consists of 3 moves, after each of which the player may A) kill a zombie, B) use room abilities and/or interact with tokens, and C) collect items. It is important to note, players may only perform the B and C actions if there are no zombies remaining in any room of their current store. At the end of their turn, the player will reveal their Search Card (drawn blindly), and will add zombies to the mall accordingly. After zombies are added, the player blindly draws a new Search Card, and play continues. If the Search Deck runs out at any point in the game, players get one final turn to complete their objectives, otherwise they lose!

Simple, right? Not exactly. I know for me, personally, it can be hard to keep track of my turns since each of your 3 moves could potentially allow you to perform 3 additional actions. Turns can get a little muddled with so much to do if you are not paying close attention. After a few plays, it gets easier to remember the turn order, but even then I still keep the rule book on hand to double-check all of my turns.

Ultimately, the thing that can make or break a game is what objectives the players are trying to complete. You shuffle, randomly draw 3 objectives, and go from there. Some objectives are pretty involved and require lots of action to complete, while others are pretty straight-forward and simple. If you draw 3 tough ones (like we did in our first game together), it could be very difficult to succeed. The right combination of objectives can make the game super fun, but unless you hand-pick them for a balanced game, there’s always the chance you’ll get the hardest ones at once. Regarding the objectives though, I do really like that this game can be cooperative – everyone must pitch in to help, and no single player is the ‘hero.’ You have to work closely with the other players to determine the best strategy in order to complete the objectives as quickly as possible. Some objectives can be a challenge for sure, but being able to divvy up certain responsibilities can help make the game feel more manageable.

Overall, I like this game because it’s cute (just look at those little zombies!), cooperative (yay teamwork!), and challenging. There’s kind of a learning curve for turn order, but once you get the hang of it, and collectively figure out the best strategy for objective completion, the game is pretty enjoyable! Purple Phoenix Games gives this installment a bloodied 17 / 24.

https://purplephoenixgames.wordpress.com/2019/01/14/tiny-epic-zombies-reviews/
  
The Doll-Master and Other Tales of Horror
The Doll-Master and Other Tales of Horror
Joyce Carol Oates | 2016 | Fiction & Poetry
8
8.0 (1 Ratings)
Book Rating
I will write a sentence or two about each story in the book but not too much as I don’t want to give anything away and spoil your enjoyment of the book.

The Doll – Master: Robbie’s cousin Amy passes away from Leukemia at a very early age. Stealing Amy’s doll is the start of his obsession and begins collecting more throughout his life. His collection includes china, wooden and even barbie dolls which he keeps in a deserted part of the house, however they are not just any old dolls.

I gave this story 3 stars, it was eerie and disturbing and more of a psychological read but for me this one just wasn’t the best. It seemd too predictable

Soldier: Brendan Schrank is up on trial for shooting a black teenager, his story is that it was self-defence. There are gangs that roam the streets and he has stolen his Uncle’s shotgun for security reasons. This story follows Brendan, the trial and his journey.

I also gave this story 3 stars – I liked this story, it was thought-provoking and I am so glad that gun’s are not really a thing in the UK. It also shows how people can become paranoid about going outside with teenagers and gangs. This story is controversial as it deals with racism.

Gun Accident: This is Hanna’s story told 26 years after the gun accident. Hanna was asked by her teacher to house and cat sit whilst she went to her husband’s bedside. The teacher lives in a well to-do part of town with a large house and pays Hanna generously for her troubles, however not everything goes to plan when she gets an unexpected visitor.

This was a 4 star read for me, I really enjoyed the writing and the story. I would class this more of a thriller than a horror story though. I also felt a connection with the character, who likes being home alone? Especially when it’s not your familiar surroundings and your sense are elevated, you hear every little thing and your imagination runs wild…. Just me? Ok then…moving on.

Equatorial:Audrey is currently on holiday with her husband in the Galapagos islands, the trip involves hiking which she is not so keen on but does it for love. Her husband is older but adventurous and likes to travel. Audrey feels like she is constantly letting her husband down as this isn’t really her thing. During the trip Audrey gets this niggling suspicion her husband doesn’t want her there and that there is a possibility there is another woman

This was a 4 stars for me, I really connected with Audrey – I felt sorry for her, clearly grief stricken that her husband no longer loves her and is having an affair. She was a very likeable character.

Big Momma: Violet is the new girl in town and is trying to make friends, This town has a bit of a reputation for animals and children going missing, however undeterred Violet befriends Rita Mae and starts going round her house for dinner. Violets mum is hardly at home, either working or out drinking so she spends a lot of time with the family. She feels like she fits in and would rather love with them but they are not what they are made up to be.

5 stars – best story in the book for me. It was very creepy, the father in this story made me cringe a lot. Violet just wanted to fit in, being overweight and the new girl in school she was happy to be excepted by Rita Mae’s family.

Mystery Inc: A young tradesman comes across an elegant bookshop with rare books and antiques, he falls in love with the shop and must find a way to be the next proprietor.

4 stars – who doesn’t like a story about books and bookstores? I know I do! It was slow-paced but interesting and gripping read.

These stories were truly gripping, I have never read anything from this author before and was not let down. These are not so much as horror but definitely eerie and individual. The pace of the stories are slow, so if you want something quick with lots of action these are not the stories for you. If you are looking for reads with endings that will shock you this is not the book for you! Oates writing is amazing, as the stories went on I became more accustomed to her style and ended up really enjoying myself. All the stories are open-ended, I am not usually a fan of these sort of stories, I like closure and knowing what’s what. But then I started to think about the story and the characters for myself and realised that I could end the story how I wanted to it to end.

I will definitely be reading some more of Oates works, if anyone has read any that they recommend please let me know as I would be really interested.

Overall I rated this book 4 out of 5 stars.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
  
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Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games

Mar 26, 2020 (Updated Mar 26, 2020)  
Houses of Knowledge
Houses of Knowledge
2020 | Card Game, Humor
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.

Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!

Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.

When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.

Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!

Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!

So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.

If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
  
Virtual Reef Diver
Virtual Reef Diver
2020 | Animals, Card Game, Educational, Environmental
Ahh, ze Great Barrier Reef. How I would love to see you! To swim with ze fishies and see ze beautiful colors! But alas, I am no great diver, and have only snorkled once – in ze Caribbean. I am very interested in ze marine life on ze reefs surrounding Australia, and so when I heard of a game from one of our favorite publishers (who happen to be Australian) featuring photos of ze Great Barrier Reef I knew I had to take a look.

Virtual Reef Diver is an educational card game that helps to bring awareness to happenings of the Great Barrier Reef and even implements ways for players to participate in the studies of this natural wonder. The winner(s) of the game is (are) the team who scores the most points at the end of three rounds, and also hopefully learns several new things along the way.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. It is not my intention to detail every rule in the game, but to give a general idea of the feel of the game flow. You are invited to download the rulebook, purchase the game through the publisher directly, or through any retailers stocking it. -T


To setup, shuffle the Action card deck, the Reef Disturbance deck, and the Reef decks separately, placing them on the table. Each team, or player, may be given a Classification Card (reference card) as well. From the Reef deck deal 12 cards face-up on the table in a 3×4 (or 4×3 whatever) grid. Each round a new set of 12 cards will be dealt to the table. Determine the starting player/team and the game may begin!
Players will decide at the beginning of the game which mode they wish to play: Standard or Advanced. I will be previewing the Standard mode. On a turn a player will choose a card from the grid and attempt to identify its type: Hard Coral, Soft Coral, Algae, Invertebrates, Fish, Marine Mammals, or Technology. If correct, the player will collect the card as a trophy and it will be worth VPs at the end of the game. The next player may then take a turn identifying the type of card and collecting if correct, or leaving on the table if incorrect.

All cards are worth VPs except the Technology cards. These, once correctly identified, will allow the player to exchange it for an Action card to be used in the future. Action cards can be very powerful at different times during the game.


Once all 12 cards have been taken for the round the players will reveal a Reef Disturbance card. These typically will have players discarding cards of a certain type, or several cards at once. Some Action cards will negate these effects, so having them ready is great strategy. The grid may now be replenished and the second round started. The game ends at the end of the third round and players count up points to determine the winner!
Components. Again, while this game is in production, I treated it as a preview, and these are final components. That said, this game exists to benefit the Australian Government-funded citizen science website ACEMS. Further, this game is a bunch of cards in a box. The photos on the main Reef cards are mostly quite nice, with a couple looking perhaps a little outdated. The other graphics on the game are fine. They don’t get in the way, and are functional. The cards themselves are also fine quality. Nothing in the box is exquisite nor subpar at all.

The gameplay is something that I am struggling with as a reviewer. You see, this is a VERY different game depending on the mode you play. I will probably always play it on Standard mode because I can guess what type a card may be, but the Advanced mode also awards extra points for identifying the common name, taxonomic family (scientific name), and habitat of each card’s subject. That is for eggheads, man! I’m just a normal American-educated gamer. I don’t know that stuff! So the Standard mode is relatively easy to play and be good, where the Advanced mode is for those times when you have, let’s say, a Scrabble or Chess snob who revels in being the most intellectual person in the room. That’s not at all a bad thing, and I hope any real eggheads know I am kidding around. I am merely jealous at how smart many people are.

That being the case, this game would work well for a group of younger gamers eager to learn about the marine life on the Great Barrier Reef, or those looking for a relaxing quasi-trivia style card game. Need to amp it up and play on Advanced mode? Go for it. I’ll still be flailing about like a clownfish out of water trying to understand the difference between hard and soft coral and how to distinguish them. Seriously. Take a look for yourself and help out a VERY worthy cause in the process.
  
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Lee Ronaldo recommended Blind Joe Death by John Fahey in Music (curated)

 
Blind Joe Death by John Fahey
Blind Joe Death by John Fahey
1964 | Folk
(0 Ratings)
Album Favorite

"Blind Joe Death was kind of John Fahey’s alter ego. He wanted to put out records under a different name and pretend he was an old obscure bluesman. He was obsessed with collecting these old obscure records that informed his American primitive style and he went on these quests down South to look for old 78 records with a couple of friends of his. Eventually they found this artist Skip James and rejuvenated his career. James wasn’t in music at all any more and he was someone they revered. Fahey was steeped in this whole mythology of his early period of these recording heroes that weren’t on television, weren’t on the magazines and you only saw them if you happened to be in Mississippi where they lived or the rare places they travelled to and I think he really longed to be one of those guys. So when Fahey started being serious about making his records his idea was “I’m going to make this record, I’m going to call it Blind Joe Death” and this was a totally obscure idea, “I’m going to slip it into bins at record shops and at thrift stores and people will find it and ten or fifteen years from now they’ll say I wonder what happened to Blind Joe Death?” It’s an obscure task from the very beginning, it’s not like he’s shooting for fame and fortune and Top Of The Pops, it’s almost the opposite of that. He’s shooting for obscurity, for this blissful obscurity that he was relating to. Self-mythologizing but in a way that’s so deep down. It’s not self-mythologizing like whoever does that these days, like Nick Cave or whoever, like somebody who is doing it on a big scale where a lot of people are reading about it, this is like Fahey’s self-mythologizing himself out of existence almost, hoping that 20 years later 5 people will have this record in their collection, ‘cos that’s the kind of guy he was, a guy that would make a record only 5 other people would have. The original Blind Joe Death was released on only 100 copies and Fahey was developing this style that wasn’t beholden to the pop music of the day or anything like that. He was obviously listening to a lot of different stuff but he was formulating this thing that was really his own basically. It proved really influential to a certain class of people, certainly everybody that was involved in either folk music, or later on folk turning into pop music, or a lot of the people from Sonic Youth’s generation that kind of went back to it. Fahey was really an antecedent in a way because he was playing in open tunings and playing a lot of stuff that didn’t fit any easy categorisation. Then later on he was doing tape manipulated pieces and adding sounds he recorded from tapes into his acoustic finger-picking stuff and obviously much later he was playing this really weirdo electro distorted music and ploughing his own row in a sense. I came across him really early for a strange reason and it was for another record that I was going to put on the list, which was a record by Leo Kottke that Fahey put out. Leo Kottke is a much more popular person in the same vein as John Fahey and his early records were on Fahey’s label and he rose to quite a bit more popularity. He’s mostly an instrumental guitar player. He’s a lightning fast, super technical finger-picker with a lot of open tunings and his first record was called Six And Twelve String Guitar – it’s all instrumentals and it was one of the very first records on Fahey’s Takoma label. Somehow I came into that record very early, it’s got a weird black and white woodcut on the cover with an armadillo or something and it’s an amazing record. And after that record I started getting interested in this label Takoma and Fahey’s records were the next ones I found on it and then I realised that it was basically Fahey’s. Then later, especially when Jim O’Rourke was in Sonic Youth, because he was so tied in with Fahey, we got even more into Fahey at that point. Fahey was also making these primitive artworks. We used a piece of his on the front cover of Sonic Youth’s The Eternal and I collected a bunch of stuff. A couple of years before he died I managed to do a short tour with him, just a duo tour where we were both playing solo sets and we travelled around in a car for a week or so and he was making all these drawings on the road and I managed to get a couple off him. I’ve got a lot of his work at this point. He just was a very singular character and I think that’s what makes his music so beautiful that he just had his own agenda. He wasn’t kow-towing to the mores of the day or what people expected of their recording artist. He played the game for a little while and then said “oh fuck it”, got fat and weird and just kept doing his thing."

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