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Shelle Perry (66 KP) rated Falling into Magic (Destiny Falls Mystery & Magic #1) in Books
Sep 1, 2021
This book is disguised as a cozy mystery, really though, it is just a fun time romp. Imagine a world where the Iphones and magic coexist in a seamless way. Where your pet has a telepathic connection with you and your home invites you to stay by creating a room for you to live in. The reader is as enchanted as Hayden learning alongside her how this world she has been dropped into works. The clues to the mystery are woven terrifically into the larger story, which is inexorably leading to the big question… What really did happen to Hayden’s mother?
One reviewer describes the book as “Harry Potter collides with the Hallmark channel and Law and Order”, and I can’t think of a more apt interpretation. The author’s descriptions of the town and the surrounding area, are wonderful examples. Classic Americana with a supernatural twinge. A library that behaves as if it wants to outdo HP’s undetectable extension charm, hiking trails that take longer on the return trip, a ferry that just might have you disembark at the end of your trip right where you started, and if you are really very lucky you might actually be allowed to see the second waterfall at Twin Falls Lake.
This is a place that is as fascinating as the story and can really be considered a character in itself, especially as it goes out of its way to remain unnoticed by the world at large. The characters in this book, by the way, are also both very fantastical, exactly like one would expect to find in this type of world, and yet they are also exactly the kind of folks you would find living on Main St. in Anytown USA. Hayden’s Grandmother (capital G) scares me just a little, but I adore her younger siblings. With Hayden’s interest in not one, but two local bachelors (both of whom seem quite dreamy to me) it is obvious that there is a place in this remarkable world for Hayden’s future and you can be sure I will be stopping by later books to see how it goes.
⭐⭐⭐⭐⭐
Rating: 4.5 out of 5.
I received an advance review copy for free, and I am leaving this review voluntarily.
Purple Phoenix Games (2266 KP) rated Tokyo Highway in Tabletop Games
Oct 30, 2021
Tokyo Highway is a dexterity game of route building in which players are trying to create a roadway on which their cars will travel. The first player to place all of their cars on the highway is the winner. Originally, Tokyo Highway was for only 2 players, but an expansion has come out to accommodate up to 4 players. This review will address all player counts! To begin the game, hand out components and set up as described in the rulebook for your chosen player count. Select a starting player, and you are ready to begin.
On your turn, you will perform 3 actions: build a column, build a road, and place a car. When building a column, there are 2 things to remember – the column must create a continuation of your existing road, and it must be built exactly 1 level above or 1 level below the column from which it is based. For example, to play off of a column with a height of 2, you must either play a height of 1 or a height of 3. To build a road, take one of your road sticks and place it on the columns so it connects the newly built column to its predecessor. The last part of your turn is to place a car on your road stick, if you have met the placement requirements. The requirements for placing a car are that your new section of road must cross an opponent’s road, either by being the first road to cross over it, or being the first road to cross under it. You may place additional cars on your road stick for additional roads that your segment crosses above/below.
There are a couple of twists in the game, though! First, each player begins the game with a certain amount of Junctions. When you choose to play a Junction, you are allowed to create a column of any height, regardless of the height of its predecessor. Another special power of Junctions is that once you place a Junction, you have the option to branch 2 roads from that single point, instead of only 1 like with regular columns. The other twist? If at any point during your turn, you knock over an opponents’ cars, roads, or columns, you are penalized and must give that opponent the number of equivalent pieces that were toppled from your own personal supply. You then fix the damage, and continue your turn as normal. The game end is triggered when either 1 player has placed all of their cars, or when a player runs out of construction components. The player who places all of their cars first is the winner, or a player that runs out of components loses the game and the other players continue until the game end is triggered again.
For such a seemingly simple game, Tokyo Highway challenges players on 2 fronts: dexterity and strategy. Obviously, your dexterity is put to the test as you try to move steadily, build secure roads, and not topple over any other components in play. It really is harder than it looks, and creates a good physical challenge for players. Strategy comes into play because you have to plan turns in advance and try to anticipate your opponent’s movements in order to create opportunities to place your cars. You’ve got to strategize where you want to build under or over, and then set yourself up for those builds. But you’ve also got to keep an eye on your opponent, because they might unknowingly (or purposefully…) disrupt your strategy with a placement of their own. Players are never idle in this game, everyone is engaged throughout as they plan ahead for success.
My biggest qualm with Tokyo Highway are the rules regarding knocking down roadways on your turn. According to the rules, if you knock anything down, you forfeit components from your supply, and then rebuild the destroyed area. However, as the game progresses and gets more intricate, with roads crossing very tightly together, one misstep could destroy nearly the entire structure. And it is difficult to rebuild since the highway placements vary with literally every turn, and unless you take a picture after every turn, chances are you can’t recreate it from memory. At that point, continuing the game is futile, and then who wins? You either have to restart the game, or just call it then and end it.
The components of Tokyo Highway are pretty great. Everything is sturdy and wooden, and will definitely withstand the test of time. They feel great in hand and are simply just fun to fiddle with between turns! It is a simple and minimalistic game overall, and the components reflect that wonderfully.
So overall, how is Tokyo Highway? I think it is a game with a nearly perfect balance of dexterity and strategy. You must employ both of those to succeed, because focusing on only one will get you nowhere. It definitely offers more than meets the eye, and that is a fun surprise. There is no set game board or layout, so literally every game will be different, allowing for seemingly infinite replayability. It is definitely a game that keeps players engaged and on their toes. Although there are a few issues regarding dexterity ‘accidents,’ the gameplay overall flows well and is logical. Purple Phoenix Games gives Tokyo Highway a speedy 8 / 12.

