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Harbour
Harbour
2015 | City Building, Economic, Fantasy, Humor
“Ugh, I have too much stone and not enough fish! What am I going to do, just magically convert this stone into fish?” In Harbour, the answer is YES. Harbour is a light economic, worker placement, set collection game with fantasy elements to spice up the theming. Your goal is to amass the most victory points at the end of the game and become the greatest Harbourmaster ever!

In Harbour, you control a gobleeple (I am really horrible at this, but it’s a meeple in the shape of a goblin) who travels around town visiting buildings to enact their special abilities. Using these abilities will help you amass goods whose value is ever-changing on a uniquely-designed market board. Knowing when to sell your wood and livestock to purchase buildings is the key factor to creating a strategic path to income and winning the game of Harbour.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. Furthermore, there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

To setup give each player a gobleeple of their color choice (I choose you, purple!), a player board of their choice – or randomly dealt, and one token of each good to later be placed on their warehouse spaces. Place the main market board in the middle of the table with one goods token per space on the market to indicate starting prices for each good. Have each player now assign goods to warehouse spaces not to exceed three total goods stored. Shuffle the main building cards and place out in a grid a number of cards equal to three plus the number of players (seven total in a four-player game). Determine the starting player and you are ready to begin!

On your turn you must move your gobleeple to another vacant building, even the starting one on your player mat, or another player’s built building (but you must pay them a good to do so). From there you may take advantage of any special abilities that building offers. It could be adjusting the prices of goods, trading one type of good for another, or allowing you to purchase buildings from the grid. Purchasing buildings brings the game closer to its end, as the end is triggered by a player purchasing their fourth building. The round continues until everyone has had equal amount of turns and the player with the highest VP in buildings wins! I will have you play the game to see the various abilities that each player mat and each building offer.

Components. This is a small game in a small box (ironically it’s a Scott Almes design – you know, of Tiny Epic fame). You are given lots of player mats that feature different characters and abilities that you can choose to emulate. These mats are great, laid out well, and have funny flavor text on them. Also included are the aforementioned painted wooden gobleeples in fun colors and with an even funner shrugging pose. To keep track of your goods and market values you use blocks with stickers applied. In addition to this is a giant stack of cards to represent the buildings you will be visiting and purchasing. I have sleeved mine and they all fit back in the box (even with a few promos included). Everything is of great quality. No problems at all for me, as per usual with Tasty Minstrel Games fare.

I do not own many market and economic games because usually they do not really interest me at all. I do have many worker placement games because I really enjoy the mechanic. This one, though, is special to me. It is one of the games I have Kickstarted that I feel really delivered and fires on all cylinders for me. Your opinions may vary if you have played it, but this game is an absolute gem. It is light, fast, and incredibly fun. There is a slight learning curve if you are not used to either economic or worker placement games, but after a few rounds it will all fall into place. If you are looking for a euro game in fun clothing, I highly recommend Harbour (and it’s a steal right now in stores). Purple Phoenix Games gives this one a rousing 10 / 12.
  
Reef
Reef
2018 | Abstract Strategy, Nautical
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.

Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T

Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!

On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.

Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!

As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
  
Cryptid
Cryptid
2018 | Deduction
If you are a fan of the lore behind the likes of the Cthulhu, Sasquatch, Loch Ness, and El Cucuy, then you will love the theme behind this next game. Cryptid is a board game that basks in these old tales of years long past and puts you on the hunt for the infamous “Cryptid” snake/dragon-like monster. You are in a race against the other players to determine who can catch the infamous Cryptid first. This snake-like dragon is slippery and likes to hide just out of reach of the players though. It will take a bit of strategy, some social deduction with other players, and well, a bit of luck to find it! Good luck adventurers!

Upon setup, each player, up to a max of 4, will take a hints booklet and tokens of any of the 4 colors. The booklets provide each player with one, and only one, hint as to where the “Cryptid” could be hiding on the game board. The game board has 4 different terrain types, and a few landmark spots such as bear dens, towers, and cougar hideouts, where the monster could be hiding. Once each player has read their clue, they will go around the table a total of 2 times placing small cubes in places where the “Cryptid” is not. This serves two purposes, to assist the game from taking more than the time necessary to have fun, and to allow the players a little early game strategy to throw other players off the scent.


From this point forward, it is up to the players to start deducing what clues they think the other players have. A list of all possible clue types can be found in each booklet to give the players an idea of what to be considering. This also assists the game experience from taking too long. Players will now have 2 options on their turn. They can ask for information from any other player, or they can take a guess as to where they think the “Cryptid” might be. There is NO penalty for guessing the correct answer, but in doing so, if you are incorrect, you are identifying a space to the other players of where your clue may indicate where the “Cryptid” could be located. So guess carefully! As you venture forth to ask clues of other players, they will place either a cube on the space you inquired about, indicating the “Cryptid” could not be in that spot based on their clue, or they will place a disk, indicating that the space could be the space as to where the monster could be hiding. As the board begins to fill with cubes and disks, you will begin to triangulate (just a fun word I LOVE using) where you think the monster may be hiding. When you feel like you’ve got it, then take a guess. If all other players place a disk on the spot you have guessed, then you have located the “Cryptid”!

What I love about this game is its simplicity, but immersion. The game does a great job of creating that on-the-edge-of-your-seat feeling that you are about to get another clue. As I mentioned above, the designers have included some very non-intrusive, but key elements, into the game that prevent it from becoming a waiting game while other players who may be stuck trying to over-analyze the clues and accidentally hijack the time. From the simplistic clues, to the initial cube setting, the game board will fill with clues fairly quick, giving you the opportunity to make some key guesses early on.
It’s this fast paced organization of “Cryptid” that allows for multiple plays, and hopefully multiple winners. Or, if you are my 12 year old son….the winner EVERY time. Don’t ask me how he does it! My wife and I think he has special powers. We may be on to something here! Anyhow, “Cryptid” is a wonderfully whimsical game that will take you on about a 30-45 minute adventure with your friends and family. You will furiously be on the edge of your chair trying to figure out the next clue. The gameplay feels satisfying and smooth, and will leave you wanting to trek across the island again someday to find the ever illusive “Cryptid”! For these reasons, and many more, Purple Phoenix Games gives this one an illusive 19 / 24.
  
You Decide
You Decide
2020 | Dice Game
What game do you think of when I mention, “roll and move?” For me, it’s Candy Land. Perhaps most kids’ first foray into board games at all. To be honest, it’s not even a roll and move, it’s more a flip and move, but they are usually all the same anyway: roll/flip/spin something and then move your pawn. Sometimes there will be something on the spot to “do” and sometimes you just try to race to the finish. So when the publisher and I were chatting about You Decide and they mentioned it was a family-style roll and move game, I had my doubts, but I wanted to try it out. How does this first game from new publisher Davidson Games fare? Let’s find out and You Decide.

As mentioned in my intro, You Decide is a roll and move game for two players. More players can be added to the game with more copies of the game. In the game players are attempting to be the first to move all six of their pawns from the STARTing line to the FINISH line.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and therefore final components. Also, it is not my intention to detail every rule in the game, but give a feel for the flow of the game and how it plays. You are invited to download the rulebook, purchase the game from the publisher, or through any retailers stocking it soon. -T


To setup, lay out the board between the two players and each player will place their pawns on the six circles on the START area. Roll off to see who will start the game and you are ready to begin!
You Decide turns are simple: roll both dice and decide which pawn to move. Move it and pass the turn to the opponent. When a player rolls the 2d6 it creates two numbers. For this review we will just use the example of a 4 and a 6. With this roll the player will decide to move the pawn in the 4 spot a total of six spaces, or the pawn in the 6 spot a total of four spaces. Easy, right?

Though movement is easy to determine, deciding which to activate is the challenge, though not severe. Upon many spaces on the board are printed instructions for the player to obey when a pawn lands on it. These could include returning the pawn to the START space, or moving forward a number of spaces but also allowing the opponent to move forward, or simply staying put and moving an opponent’s pawn.


When a player lands their pawn at the FINISH area, that number is no longer able to be used in subsequent rolls, and once several dice are at the FINISH area, each die rolls becomes more and more dire as players are on a mad dash to finish first. Play continues in this fashion until a winner has reached the FINISH area with all their pawns.
Components. This is a board, 12 pawns, and 2d6. The board is fine, with legible print and art that is present but stays out of the way. The pawns are typical plastic pawns but in excellent colors: orange and black. The 2d6 are fine as well. Black plastic with white pips. For this type of game, the components are completely functional. Nothing super impressive nor too egregious.

The gameplay is exactly what you want for a family level game. It is extremely light, offers choices that are meaningful without burning little brains, and has just the right amount of take-that to wean newer gamers off the Candy Land Express.

For me, it fills an interesting niche in my collection that I really didn’t know I had: a simple game for my family that even my 4-year-old can play and do well with, as long as we read the choices to him. Now, You Decide is very light and could be considered a gateway filler, but also as an easygoing family stepping stone game to get little ones rolling dice and making choices. Candy Land does NOT allow you to do that. So if you have young ones about to embark on their board game journey, I suggest you grab a copy of You Decide instead of those beginner games at Wal-Mart or Target. That is, unless You Decide gets picked up and sold at those locations.
  
NMBR 9
NMBR 9
2017 | Abstract Strategy, Numbers Game, Puzzle
When I first heard of NMBR 9, I thought it looked like a cool table-top version of Tetris. I was immediately drawn to the bright colors and the abstract concept, and it earned a spot high atop my wishlist. Luckily, I have a birthday every year, and even more luckily, I have great friends who know how to help me celebrate. So shoutout to Travis and his wife Kristin for getting me this gem for my birthday last year!

NMBR 9 is a tile-laying game of abstract strategy in which players are trying to accumulate the most end-game points. Setup is easy – just shuffle the deck of number cards, and you are ready to go! Here’s how you play. Every round, a card is drawn from the deck. Each player then takes the corresponding number tile and adds it to their arrangement following the specified placement restrictions. Those restrictions are as follows: tiles must be placed number-side up, tiles on the same level must be touching orthogonally, a tile placed on a level above other tiles must touch at least 2 tiles beneath it, and a tile placed on a level above other tiles must not have any gaps below it. Once everyone has placed their tile, a new card is drawn and play continues. The deck consists of 2 cards of each number (0-9), and once the deck runs out, the game ends and points are tallied. To count up your points, you multiply the number on each tile by the level on which the tile sits. The bottom-most level (on the table) is level 0, so any tiles there earn you no points. Let’s say you get an 8 tile on your 2nd level, so at the end of the game, that tile earns you 16 points. The highest score wins, so brush up on your multiplication tables!

Does NMBR 9 add up to everything you’d hoped for? Ok, bad pun. But really – how does this game hold up? For a game that is so easy to learn, it takes a lot of thought to play. The idea of tile-laying isn’t new, but because these tiles are all different shapes and have very specific placement restrictions, it takes this game to the next level – literally. The cards dictate the order in which tiles are played, so you are constantly adapting your strategy to fit the given tile into your array. One thing that helps make it a little easier to strategize is knowing that there are exactly 2 cards for every number in the deck. So as the game goes on, you can usually figure out which cards are left and try to set your grid up for maximum points. That being said, it still takes quite a bit more strategy than originally meets the eye. My first play was pretty brutal because I was not expecting to be that challenged!

The biggest drawback for me is that because of the abstract tile shapes and placement restrictions, it can be difficult to build a solid base upon which to earn yourself lots of points. Since you aren’t allowed to leave gaps under tiles, you really need to create as much unbroken space as possible to ensure that you can play any number of tiles on higher levels. That ultimately means that you have to sacrifice some tiles to your Level 0 (which scores no points) to eventually play tiles to any upper levels. If the bottom-most layer was Level 1, it would not feel like a waste to put, for example, a 9 on the table to create a platform for the next level. And another thing that can be rough at first is the scoring. Yeah yeah, simple multiplication isn’t that bad, but it still takes me a hot second to multiply everything and get it added up for my final score. Not a knock on the game necessarily, just a wake-up call for my lack of math skills I guess.

Overall, I think that NMBR 9 is a great game! It’s an easy game to learn, but definitely a tricky one to master. It is fast enough to play many times in a row, and I often find myself asking for one more play just to see if I can do better next time. All in all, it’s a great game, and I am so happy with this birthday gift! Purple Phoenix Games gives NMBR 9 a calculating 15 / 18.
  
Animal Crossing: Pocket Camp
Animal Crossing: Pocket Camp
Games
I don't really play a lot of games on my phone. I did play Pokemon Go for a while, but got a little burned out on it. The only other games I really play on my phone are Words With Friends, Crosswords With Friends, and Neko Atsume. That last one is a game with cats so of course it's on my phone since I am a cat lover.

When I heard Nintendo was working on Animal Crossing: Pocket Camp a game for mobile devices and that it would be free to play, I was excited. I love the Animal Crossing games because they are cheerful and fun with activities you could do such as fishing, redecorating your house in various themes, or interacting with the animal villagers in town.

With Pocket Camp there isn't a town. Instead, you have your own RV and your own campsite which you can decorate any way you wish. You can make friends with various animal characters and receive gifts and crafting materials for them when you trade them things they want such as certain types of seashells. They can also visit your campsite as well as your human friends via invitation or at random. There are different recreational areas you can visit on the world map such as a beach where you can fish or a little island where you can collect insects. There's even an area for mining, but you need the help of five people on your friends list or pay a certain amount of microtransaction currency known as leaf tickets. You can also visit a place called OK Motors where you can upgrade your RV, add an upstairs to it, or paint it in interesting patterns and colors.



Getting around on the map is easy. Click on a place and go.


Fishing is one of the recreational activities you can do.

Crafting is another big thing in Pocket Camp. You can gather materials such as cotton and wood for crafting furniture by fulfilling requests for your animal friends like gifting them with types of fruit or seashells they want. This not only levels up your friendship with them, they will gift you with crafting materials and sometimes outfits. They will also hang out at your campsite when you invite them. The maximum amount of animals you can host at your campsite is ten. You can also send animals home via the user menu so that you can invite new animals to your campsite.


Host animals at your campsite, do favors, receive gifts.

If you're in the mood to do a little shopping, there is a marketplace you can travel to on the map. You can buy outfits and accessories from the Able sisters or you can buy furniture from Timmy and Tommy Nook, Tom Nook's twin sons. You can also sell furniture and outfits from your inventory to the Nook twins.


Doing a little shopping at the marketplace.

Personally, I liked decorating my RV and adding a second floor. Crafting the furniture and items for my little traveling home was fun and I enjoyed decorating it the way I wanted. I liked decorating the campsite as well especially after I expanded it so I could add more items for visitors to enjoy.



Decorating your RV is fun!

There are daily goals and stretch goals you can do that offer crafting materials, leaf tickets, or bells (the name of the money used in the game) as rewards. You can also visit your friends campsites to see how they decorate theirs and give them kudos when you visit. I thought it was very cool seeing how much variety there is in each of the campsites I visited and showed the uniqueness and style of each of my friends.



Visit your friends campsites. It's fun!

Animal Crossing: Pocket Camp is relaxing fun. There's no pressure or time limits. You can just enjoy yourself doing what you wish whether it's fishing or hanging out with your animal and human friends at your campsite. It's cute and colorful with a variety of things to craft and outfits to collect. Some may think it's a bit repetitive, but I don't mind that part of it. It's nice to log in and get my daily bonus, do a few things I like, and see what changes my friends have made to their campsites.

With it being the holiday season, Nintendo did a Christmas update for the game. You can now craft Christmas items, a Santa Claus outfit, and Christmas gifts. It has been fun decorating my campsite for Christmas and seeing all the Christmas cheer at my friends' campsites. I'm looking forward to the next seasonal event items they do. In the meantime, I'm going to enjoy the Christmas items and the entire game itself.
  
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Tempestuous (Twisted Lit #1)
Kim Askew | 2012
8
8.0 (1 Ratings)
Book Rating
(This review can be found on my blog, <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>, in September).

I read Exposure (Twisted Lit #2) first (review up in a couple of days), and while I enjoyed that one better, Tempestuous is still a good read. I can't comment on how much alike it is to The Tempest by Shakespeare because I've never read that play by Shakespeare.

Miranda Prospero used to be a popular girl, but after one of her ideas gets people in trouble, she becomes a social pariah. One night, while working at the hot dog stand in the mall, there's a horrible snowstorm, and everyoen is locked in the mall overnight including Miranda and her former friends and ex-boyfriend. As she plots revenge against them, there's also a series of break-ins going on at the mall. It doesn't take long for Miranda to realize that the thief is also locked in the mall. Miranda must learn what's important or else she may be in more trouble.

I love the cover! I love how plain it is, yet how artistic it is at the same time. The colors go together really well, and I love the little soda cup on the cover.

The title is fantastic because not only is this a retelling of The Tempest by Shakespeare, but it also describes the weather in the book as well as Miranda's life at the moment.

I thought the world building was alright and the setting fantastic. I've always wondered what it would be like to be stuck in a mall. I'd probably hate it, but I'd like to imagine it'd be like what Miranda's night was like. I just kind of found it hard to believe that people would just go into any closed shop willy nilly for supplies and loot. I also found it kind of hard to believe that key holders would just open their shops for people. I would've loved to have more back story on Miranda's fall from grace. I would've liked the book to open up with her being part of the popular crowd, and then read about her incident that lead her to be a social outcast, followed by the story I just read. Yes, it would make a longer book, but I think I would've found that super interesting.

The pacing is alright in this book. I didn't devour this book so to speak. I wasn't bored with it, and the pacing is by no means slow, I just didn't get as interested in it as I have with other books.

I like the whole plot about being stuck in a mall and wondering what's going to happen that night. There are many subplots like how Miranda reacts to her former friends and ex-boyfriend, her love life, her friendships and other decisions. I like how there was also the subplot involving a thief locked inside the mall with everyone. I must admit that I was trying to find out who the thief was (and getting it wrong) throughout the book. I only realized who the thief was when Miranda did.

I felt that the characters were written well. I could totally understand about Miranda wanting revenge on those who shamed her and bullied her. I'm not condoning revenge by no means, but I could relate to that feeling. I loved how down to Earth Miranda seemed and how much she cared for people. Caleb came across as being a little bit of a dork, but that's what I loved about him! His dorkiness was actually kind of cute! I also loved how Chad was athletic, but the authors didn't make him out to be some brainless jock. Chad was actually a very sweet and caring guy, and I loved him. My favorite character was Ariel though. I loved her naivety and innocence. I loved how she seemed to find beauty in everything. I just wanted to hug Ariel a lot throughout the book.

I enjoyed the dialogue. None of it felt forced which was good. Everything flowed smoothly, and I found myself even laughing at some of the dialogue (because it was meant to be funny, not because it was bad or anything). There are a few swear words in the book, but nothing major.

Overall, Tempestuous is a fun story that lets you live a night being stuck in a mall with it's likable characters, great dialogue and interesting plot.

I'd recommend this book to those aged 14+ who want to read something with characters that they can relate to.

I'd give Tempestuous (Twisted Lit #1) by Kim Askew & Amy Helmes a 3.75 out of 5.

(I received this book for free from the authors for a giveaway. I was not required to write a review).
  
Potion Explosion
Potion Explosion
2015 | Fantasy, Puzzle
Your senior year at Horribilorum Sorcery Academy for Witty Witches and Wizards is almost at an end, but one thing stands between you and graduation – final exams! You’ve passed everything with flying colors, and now it’s time for your final exam in Potions class. Do you have what it takes to brew the most difficult and impressive potions? Or will amateur mistakes result in inaccurate recipes and ultimate failure? The time for studying is over, and the time for potion making is NOW!

Disclaimer: There are several expansions for this game. I do not have any of them, nor do I have any gameplay experience with any of them. If and when I do get them added into my base game, I will either amend this review or write a new one! – L

Potion Explosion is a game of set collection in which players are trying to complete potions for end-game VPs. To start the game, each player takes two beaker-shaped potion tiles to be kept in their desk (play area). On your turn, you will select one marble from the dispenser and play it to one of your potions. Easy enough. The marbles are housed in an angled dispenser, so when a marble is removed from one of the tracks, the rest roll down to fill in the gaps. Neat, right? But there’s a catch. If the marble you take causes two marbles of the same color to collide as they move down the dispenser, you have triggered an explosion! That means that you are allowed to take all marbles of the same color that were involved in the explosion on that same track. Sometimes, by removing all the marbles involved in an explosion, a second explosion may be triggered! In that case, you take all of those marbles as well!

Once you’ve taken a marble (or multiple, depending on any explosions), you immediately play those onto your active Potion Tiles. You have the option of keeping up to three marbles in the Ingredient Pool on your desk to be played in later turns. Extra marbles that cannot fit on your Potion Tiles or in your Ingredient Pool are returned to the dispenser. If you complete a potion on your turn, return its corresponding marbles to the dispenser and place the Potion Tile beneath your desk, to be scored at the end of the game. Then you select another Potion Tile from the available stacks to be added to your desk. You will always have two Potion Tiles on your desk. Your turn is now over, and play continues with the next player. The game ends when a certain number of Skill Tokens (earned for completing sets of 3 identical potions, or for completing sets of 5 different potions) have been awarded to players. Play continues until everyone has had the same amount of turns, and then VPs are counted. The player with the most VP is the winner!

I’ve got to lead this off by saying that one of the things I love most about Potion Explosion are the components. The Potion Tiles are nice and thick cardboard, and the marbles are just so much fun to fiddle with throughout the game. Yeah, I may accidentally roll some off the table every once in a while, but they’re a neat addition to the game. I’ve heard that the cardboard dispenser doesn’t hold up after many plays, but I have yet to see that issue, and know that lots of people are now 3D printing dispensers for themselves to circumvent this problem.

So how does it play? Potion Explosion is relatively fast to play, and requires more strategy than meets the eye. You’re selecting and playing marbles, but you’ve also got to keep an eye on any explosion possibilities. Maybe you need 4 blue marbles – are any of the dispenser tracks loaded with blues so that you could strategically trigger an explosion? Or is your neighbor really going for red marbles, so you trigger a red explosion just to keep those from them? The marble placement in the dispenser may be random, but your manipulation of the available marbles is not. Strategy is everything here, because one mistake in marble selection could end up handing your opponents the game.

I thoroughly enjoy Potion Explosion. It’s fast to teach, fast to learn, and fun to play with all ages! The mechanism of the marble dispenser is pretty neat, and it adds an extra element to the game. This game keeps me engaged the entire time because it is just so fun to watch the marbles moving down the tracks and potentially triggering multiple explosions. Although it requires good strategy, it’s a light enough game to give your a break in between some heavier brain-burners. If you haven’t had the opportunity to try Potion Explosion yet, I would highly recommend it. Purple Phoenix Games gives it a bubbling 14 / 18.
  
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Purple Phoenix Games (2266 KP) rated Dollars to Donuts in Tabletop Games

Jul 21, 2020 (Updated Jul 21, 2020)  
Dollars to Donuts
Dollars to Donuts
2020 | Abstract Strategy, Puzzle
I don’t think I even have to say anything up top here to get those juices flowing – just looking at the box to Dollars to Donuts makes you pine for them. Just me? Nah, everyone loves donuts – even most of the diabetics I’ve known. So when I heard that we had a chance to preview a tile-laying, set collection donut-themed game, I knew we had to jump on it. And oh, spoilers, it’s GREAT.

Dollars to Donuts is a game where you are literally turning dollars into donuts. Pretty on the nose with the title, eh? Agreed, but once you play it, I promise you will be hooked.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter running until August 10, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T

There really are plenty of rules for this game, and I will not touch on everything. To setup, deal each player a board in their color along with the matching starting 1×1 donut tiles to be placed on the boards according to the rules, as well as the proper starting Dollar Tiles. Populate the Specials Board (shown below), reveal the top four Customer Cards (shown below), separate the Donut Tiles into like piles, and throw the rest of the Dollar Tiles into the cloth bag. The game is now ready to begin!

Each player will be purchasing a Donut tile (1×4) on their turn and placing it on their board. The interesting thing here is that these tiles do NOT have to be confined to the spaces on the Player Mat (board) – tiles can hang off the edge. And icons that are hanging off, however, cannot score or provide any benefit, so that is the trade-off. After placing the Donut Tile on the board, players will then collect Donut VP Tokens if placing on the board created a complete donut. If the placing created a mismatched donut, the player will instead collect as many Dollar Tiles as the highest number of $ symbols of the mismatched donut (so a plain donut half is worth $1 but a chocolate is worth $2 so a mismatched donut of those two flavors would count as $2). At this point, the player may choose to place a 1×1 double-sided Dollar Tile on their board to fill a gap, or hole, and I’ll be darned if you don’t use donut holes to fill holes in your board. Lastly, a player may then Serve a Customer using their earned Donut VP Tokens. Serving customers increases the value of the VP tokens, so serving is certainly beneficial.

Play continues in this fashion until a player has filled their empty board spaces with delicious donuts. Complete the round and then count the scores to see who really is the Donut Champ.

Components. Again, we were provided with a prototype copy of Dollars to Donuts, and upgraded components are stretch goals for a successful Kickstarter campaign. That said, the art on this is really great. Dylan Mangini can illustrate games superbly for sure. I love the colors they have chosen, the art style, and fun start player token that came with it (and I hope it is something that can be offered to all through a stretch goal or something). I have no complaints here and I look forward to seeing how the final products looks.

So it is absolutely no surprise that I loved this one. I have a special place in my heart for games with ever-changing resource costs, tile-placing, donuts, multi-use components, and donuts. I love being able to use any part of the Donut Tiles, even if my board looks kooky at the end (see below). It’s so refreshing when a game comes along that takes a comfortable given and turns it on its head. We all know how to keep components within the boundaries of our player board. But WHYYYYY? Dollars to Donuts fixes that, even at the cost of our more organized players’ sanity. I simply love this game and can’t wait to get my final copy. If you also are excited to grab a copy of this one, head over to Kickstarter and join the campaign going on NOW (at the time of this writing) until August 10, 2020. I would also suggest ordering a dozen or two of your favorite bakery treats to have on hand when you play this – your tummy will thank you. Unless you’re diabetic. Then I am sorry.
  
Cloud City
Cloud City
2020 | City Building
Uh oh, another city-building game. I am notoriously horrible with the theme and mechanics, but I do love playing them anyway. But maybe it’s just because most games involve sprawling out, and maybe my specialty is sprawling up. Maybe, just maybe, I can be a vertical architect and leave the land-grubbing to those “other” architects.

Cloud City is a tile and building placing game for two to four players that is super light and super quick to play. In it players are building architects attempting to plan the greatest use of resources to create the most breathtaking buildings and connections of walkways all above the clouds. The winner is the player who amasses the most City Council votes by creating walkways that span daring lengths and connect same-sized buildings in the sky.

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


To setup set aside the starter Cloud tiles for use as player tiles (they have bird icons on them). Shuffle the remaining Cloud tiles and make a giant draw stack. Reveal three tiles for an offer row. Each player draws three Cloud tiles into their hand to be kept secret from the other players. They also will take the appropriate building pieces to place on their starting tiles. Keep the building pieces nearby as they will be used during the game. Players may now begin their bids for architect supreme!
On their turn each player will place a tile from their hand to add to their city, place the corresponding building pieces on the two areas of the tile, optionally build walkways to connect buildings, and then refill their hand of tiles.

When placing a tile, a few rules must be observed: tiles must be placed orthogonally adjacent to an existing tile in the city, may be rotated any direction, and must never be placed outside of a 3×3 tile grid (like the placement rules in Kingdomino).

Once tiles are placed, grab the matching-colored building pieces for the newly placed tile and plop them down on the icons. As the building in the city begin the spring up above the clouds they will need to be connected to buildings of the same height.

To connect these buildings players will take from the supply walkway tokens of different lengths and place them between building of matching height, as shown below. It is these walkways that score the players points as votes from the City Council.


As the player now has only two tiles in hand, a third tile will need to be drawn from either the offer row or blindly from the top of the draw pile. It is now the next player’s turn and the game ends once all players have built their 3×3 city!
Components. This game consists of a bunch of thick cardboard Cloud tiles (48), a bunch more walkway tokens (93), and even more building pieces (96). The tiles are all thick cardboard with minimal but effective art, and are great quality. The walkways are similar thickness and quality and fit into the depressions on the building tops quite nicely. And finally, those building pieces. Oh man, these are great! Super durable plastic (or resin if there’s a difference? I was never very good at chemistry) in three colors and heights. Not needed but certainly appreciated is the detail on each piece with sculpted windows and doors. These are fun pieces to handle during game play and see being built in front of you. Excellent components in this box!

Gameplay is super simple and quick! There are only four real rules to remember (with some restrictions per rule, but they make sense) and as there are only three tiles in hand to build on a turn, AP-prone gamers will still be able to take acceptable-length turns. It’s quick, light, and boasts some great components.

Cloud City is a sure-fire hit and big time winner for me. In fact, I am planning on having my 4-year-old play it with me to truly test the box stating ages 10+. If I can get him to sit still for 30 minutes and concentrate on something other than the tablet or TV I think he will really enjoy it. If you are looking for a great gateway game that even could act as a filler with great components and gameplay that makes you consider the old, “Just one more” attitude, then give Cloud City a look. Blue Orange Games has really increased their production values and choices of games to release. They are remarkable! Just like Cloud City: remarkable!