Search

Search only in certain items:

    iScout Basketball

    iScout Basketball

    Sports

    (0 Ratings) Rate It

    App

    "The app has exceeded our expectations ... the data capture is great ... so easy, good reports. In...

Crazier Eights: Olympus
Crazier Eights: Olympus
2020 | Ancient, Card Game, Fantasy
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, and Shahrzad. Today we are taking a preview of Crazier Eights: Olympus.

You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Olympus (which I will from here call C8O) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.

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. You are invited to back the game through the Kickstarter campaign, or purchase it through any retailers stocking it after fulfillment. -T

To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!

The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8O strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.

Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of Olympus! Or at least, the winner of the game.

Components. This game is a box full of cards. Again, as I do not know if these components will be altered at all, I will comment on what we were provided. The cards are fine. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.

This implementation is the first Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it. The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights. However, now having played this several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider backing this one or purchasing one of its predecessors.

PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
  
Broom Service
Broom Service
2015 | Card Game, Fantasy
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.


At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!

On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.

The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!


Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.

That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
  
Shadow Hunters
Shadow Hunters
2005 | Adventure, Bluff, Card Game, Deduction, Horror
Playing board games has enlightened me so much and given me wishes to follow career paths I would not have considered otherwise. One career I would NOT want to take on is that of a Shadow Hunter: the warriors who seek out and destroy beings from the demon realms walking in our midst. I’d rather stay blissfully ignorant to their existence and simply hope we can be friends. However, in board game worlds I will seek and destroy like a good little Shadow Hunter does.


Shadow Hunters is a hidden identity survival card game for groups of 4-8 players. Each player’s drawn persona will belong to the Shadows, the Hunters, or Neutrals (common bystanders). The goals of the players may all be completely different and the game may end at any time due to fulfilling personal agendas. Players may even win when their characters are dead!
To setup place the board on the table and randomly populate the card spaces on the board with the Area Cards. Shuffle the White Cards, Black Cards, and Hermit Cards (why didn’t they just name these the Green Cards?) into their own stacks and place them on the side of the board in their slots. Players choose their preferred colors, take the boards and pieces with that color, and place one of their wooden markers on the No Damage space on the board. The other wooden marker will be used for movement on the board Area cards. Shuffle and deal each player one Character Card to be kept secret from the other players. Determine start player and the game is ready to begin!

On a player’s turn they will be completing at least one task and then possible other tasks. First, the active player will roll both the 1d6 and 1d4 together to arrive at a number between two and 10. The player will place their marker on the matching Area card on the board. Should a player roll a seven they may choose any location other than the space they are on and move. Each location will have an action printed on its card that a player may choose to complete. These could be drawing cards from the White, Black, or Hermit decks, damaging other players, or stealing equipment cards from them. Lastly, the active player may straight up attack another player within the same Area range (the three different areas are two cards linked together, so either the card the marker shares or the one that is linked).


As soon as a character has suffered damage equal to or greater than the HP shown on their Character Card, that character dies. Once a character dies, the owning player flips the Character Card over to reveal the character and, more importantly, their faction to which they belong. If this causes one player to fulfill their character’s goals, they must announce that the game is over. If not, play continues in this fashion until a player’s goal has been achieved to end the game. This could mean the Shadow team or Hunter team wins as a group, or that one player wins alone.
Components. Oddly, this edition of Shadow Hunters is now almost 10 years old, so it fall within the “older games” group. That said, the components are still excellent quality, even by today’s standards. The cards have a faint linen finish, the cardboard components are all thick and matte finished, the wooden player markers are chunky and fun to move around. The only issues I have with components are that I wish the colors matched more on the wooden markers and the player boards. Not a huge deal, but something that makes me cringe just a little inside. The other issue I have is most definitely a personal preference: the numbers on the d4 are on the bottom and I prefer them on the top. I know, purely personal preference and I’m dumb for even mentioning it.

This is a game I love but irks my wife. And not even because she doesn’t like the game. It irks her because of how I play it. Until I use the Hermit Cards to try to help figure out which player is on my team I will certainly be attacking everyone I can every chance I get. That’s not the best way to make friends, and I get it, but I’m not taking that chance of allowing a potential opponent to get a leg up on me. That bothers my wife because many times I’m attacking my teammates. Oh well.

I have played this game so many times with different groups and have had great success with it almost every single time. It’s an easy teach, the theme makes sense, and having different end goals is something that many people can rally behind. I know there are about 3,000 hidden identity games out there, but I consider this one of the best. Even 10 years later it sill holds that sheen and gives us a little different experience than just spamming The Resistance: Avalon every time. Purple Phoenix Games gives this one a hot 17 / 24. Pick this one up if you find it in the wild and want a different feel for your hidden identity collection. I love it and you might too.
  
Orchard: A 9 Card Solitaire Game
Orchard: A 9 Card Solitaire Game
2018 | Card Game
I love playing games with other people. Absolutely LOVE it. However, I also love playing games solo as well. When a game comes along that is specifically designed for solo play only, I tend to like them more than multiplayer games that include a solo mode. Also included here are cooperative games where the solo player just quarterbacks multiple players. But a game that is designed for solo play and even includes it in its title? I cannot recall many games I have played like this. But how is this one?

Orchard: A 9 Card Solitaire Game (simply Orchard from here on out) is a solo game where the player is attempting to harvest the most fruit from trees that are bred for high yield. As there are no players to play against, the player will instead compare their ending score with a table in the rulebook. Will the player’s game result in a “Pal-tree” score or will they score enough to be considered “Almost imposs-apple!”?


To setup, place the dice and Rotten Fruiteeple on the table. Shuffle the 18 cards, deal two decks of nine cards (two games worth), and choose a deck to play. Flip the first card over to start the orchard, shuffle the remaining cards and draw two into hand. The game is now setup and ready to begin!
Turns in Orchard could not be simpler: Play a Card, Place Dice, Draw a Card. From the two-card hand, choose one to be placed in the orchard with one very important rule: the newly-placed card must overlap another card in the orchard by overlapping matching tree types. So, a card can only be placed if the apple tree overlaps an apple tree, etc. More than one icon may overlap the existing card, but each icon must match types below it.

Once the new card has been placed, for each icon overlapped, a die matching the fruit type is placed on the icon. If this is the first time the tree has been overlapped, the die face is placed with value 1 showing. However, the die will increase in value each subsequent time it is overlapped (total die values of 1, 3, 6, 10). Therefore, when a card has been overlapped four times on the same icon, the maximum number of points has been reached for that icon. Should a player wish instead to forego any die placement and be unable (or unwilling) to place a card correctly, they may place any card, overlap an icon, and then add a Rotten Fruiteeple atop the mismatched icon. This spoils the fruit for the remainder of the game, so no further dice may be placed upon it, and also reduces the final score by three VP at game end for each token placed.


Finally, when the card and die have been placed, the player draws another card into their hand. When the final card has been played, or no further legal placements can be made, the game ends and the player totals up the dice values to arrive at their final score.
Components. This game is 18 cards of good quality, a bunch of custom dice, and two Rotten Fruit meeples. Everything is good quality and size, and it fits into a really cool sliding deck-box. The art, for me, is fine. The colors match fruits from the real world, and the dice match those color well enough too. I feel like different fruit choices could have been made to increase accessibility for our color-blind gamer friends. The plums and apples are both small and round (with an ever-so-slight different shape on the apple). I don’t know what other fruits would have been more appropriate – I’m not a botanist. Similarly, the dice are custom made with the pips looking like a plum or apple, and two sides of the dice showing a leaf icon. Perhaps in the interest of differentiation, instead of the leaves, the different dice colors could instead show the matching fruit style (if only the plum and apple looked differently enough). So instead of leaves, the red dice could show apples, the yellow dice could show pears, and the purple dice could show, I don’t know, eggplants? I am not color-blind, so these do not affect me, but it is something I have taken to commenting on as I review more and more games.

All in all, Orchard is a really good little game of overlapping and puzzling out next moves. The games are super-quick and engaging, and I always want to improve my score each time I play. When a game forces me to play again and again I feel it is a sign of a good game. I have plans to keep this one in its own special place where I can just grab it and go, instead of being dwarfed by my collection of much larger game boxes. If you are like me and pine for good solo play, then perhaps you should check out Orchard: A 9 Card Solitaire Game. The rules are light, game play is simple and fast, and it keeps drawing me in every time I look at the box.

Also let me know your highest score because I apparently am trash at this game, even though I really enjoy playing it. Have you scored in the top tier? Those must be some delicious fruits.