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Zombicide: Black Plague
Zombicide: Black Plague
2015 | Adventure, Fantasy, Fighting, Horror, Medieval
Winning feels rewarding (0 more)
Not much variety with items (0 more)
Excellent Coop Game
Zombicide is an excellent series of zombie survival games. Black Plague is a much better theme than the original, and in many ways feels like a replacement. The game does take a while to teach, and it is easy to miss a few rules. However, the rule book does do a great job of explaining the rules.

I will say that there are not enough items in the base game. The starting items that you get are hardly worse than the good items. And there are only two "legendary" weapons, which only fit two specific classes. I'm sure the expansions fix this, but the expansions are expensive.

Overall, the game definitely provided us with plenty of cooperative entertainment. Just know that each game typically takes us twice as log as the scenarios suggest.
  
Pandemic
Pandemic
2008 | Medical
Pandemic Review
Pandemic was my first cooperative game. I had always played games where there was one clear winner and the thought of playing a game that we either all win or all lose was intriguing. It’s a blast playing together in co-op games. I have found that this genre is one that I will play any time the opportunity arises. Playing as a team, working together, and dealing with crisis makes co-op games exciting. However, just because a game is co-op doesn’t mean it’s a good one. Luckily for you, Pandemic is a great one.
Pandemic is just a blast to play. With everyone throwing out opinions on what players should do on their turn and trying to decide the best course of action there is plenty of discussion during the game. There is also the potential issue with one person becoming the leader and making the decisions for everyone’s turn, but in my experience, I have found that people have worked together to win the game.

Reviewer: Tyler Nichols
Read the full review here: https://www.boardgamequest.com/pandemic-board-game-review/
  
Betrayal at House on the Hill
Betrayal at House on the Hill
2004 | Adventure, Exploration, Horror, Miniatures
A lot of people I know really like this game, but I am not a big fan. I've played it four or five times- I keep giving it another chance and I just don't think it deserves one. The good thing is it has a lot of replayability with all of the different scenarios. The bad- this game has a LOT of down time. When it isn't your turn, it is incredibly boring. There's not a lot of big decisions or thought to even be made on your turn, so you have about 30 seconds of doing something interesting and then 10-15 minutes of waiting around before it's your turn again (especially if people haven't played before). The game is very high variance- it really depends on a lot of random elements. It is the randomness more than anything you actually strategize during the game to do that determines what happens in the end. It's a really simple semi-cooperative board game. If you are newer to board games and want to play something simple, I would recommend it. If you're expecting a challenging horror board game with a traitor mechanic, I really would not.
  
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Akward (448 KP) Jul 20, 2018

I completely agree with what you've said. I honestly view it as a gateway game between Catan and more complicated games. Our group played it religiously for a few months, and I will say that it did get better with a more experienced group. After a short while, the turns could be done in 2-3 minutes (even with a 6 player group), so there was much less downtime. But there's no way around the fact that it is poorly balanced, which is ultimately what turned our group off.

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/
  
Quests: Heroes of Sorcado
Quests: Heroes of Sorcado
2022 | Adventure, Card Game, Dice Game, Fantasy
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.

Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L

Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!


Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.


That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
  
After The Virus
After The Virus
2017 | Card Game, Zombie / Survivalist
The Gameplay (3 more)
Replay Value
Deck Building
The Theme
luck of the cards (1 more)
kinda of hard to win
Survive The Zombies
After The Virus- is a excellent deck building zombie post apoclyptic game. Where you have to survive one of the 15 different missions. And how you survive is search the area deck, using your cards to different the zombies and the strategy is excellent. You have to think like 10 steps ahead cause if you get injured/bit in the head you lose. So strategy is a major key to winning this game.

Let me explain more:

The zombie apocalypse is here! After The Virus is a cooperative deck builder in which you and your friends band together to survive and complete different missions. The 15 included missions form a storyline if played in sequence, but don't expect to survive that easily because the zombies will attack you in ever increasing numbers!

Your deck is invaded by more zombies each time it is reshuffled, so you need to search the area deck for useful weapons and other things to help you. Some stuff can be added to your deck while others will stay in your play area, and still other things will be usable only once in the game. To manage your deck and play area well is critical if you are to complete the mission before you are overwhelmed by the zombies!


Like i said its a excellent deck building zombie game and its a must a play game.
  
Mysterium
Mysterium
2015 | Deduction, Murder & Mystery, Party Game
Murder! A poor soul has been murdered in this house, and the homeowner has hired a group of mediums to solve the crime and give the spirit peace. One problem – the ghost can’t remember for sure who did it! Through a seance, the ghost sends visions to the mediums to lead them to potential suspects, crime scenes, and murder weapons. It is up to the mediums to work together and decipher the visions, narrow down the field, and find the criminal! Time is limited however – unless the culprit is caught in 7 hours, the magic of the seance will run out and the crime will remain a mystery!

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…

I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.

Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!

One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.

I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.
  
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Akward (448 KP) rated Sea of Thieves in Video Games

Jul 22, 2018 (Updated Jul 22, 2018)  
Sea of Thieves
Sea of Thieves
2018 | Action/Adventure
Graphics look great (1 more)
Cooperative
The entire game is a grind (2 more)
Player-vs-player interactions
Basically requires exactly 4 people
Rediculously Not Fun
This game is very, very bad for two reasons:

The entire game is a grind. The quests are all "go get this chicken" or "go kill this one guy." In order to complete the quests, you'll need to sail to a nearby island. But even sailing is a grind. Getting from one place to another requires 1 person steering, 1 person manning the sails, and 1 person on the map. At first, the cooperation is fun, but it gets old very quickly. Once you have completed the quest, you'll be rewarded with roughly 400 gold. Even the cheapest upgrades cost 8000 gold.

That brings us to the other killer: player interaction. While you are completing that quest, you had better hope that you don't run in to another player. Because that other player can easily sink your ship, killing those chickens that you just spent 15 minutes getting. This is likely fun if you are the attacker, but is aggressively unfun if you are the person who just lost an hour's worth of quest progression.

This game is not worth $40. You will be bored after 2 or 3 hours (if you even make it that long, there is no tutorial). It might be worth downloading if you have Gamepass, but even then I do not think that it is worth the space on your hard drive.


By the way, this is the first 1-star review I have ever given on Smashbomb. When I say this is the worst game I've ever played, I mean it.
  
Beatdown: Streets of Justice
Beatdown: Streets of Justice
2019 | Card Game, Comic Book / Strip, Fighting
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?

Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.

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, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!

Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.

After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.

Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.

Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
  
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Rachel King (13 KP) rated Bloodlines in Books

Feb 11, 2019  
Bloodlines
Bloodlines
Richelle Mead | 2011 | Fiction & Poetry
10
9.1 (16 Ratings)
Book Rating
As a huge fan of the Vampire Academy series, I anxiously awaited this book. What little I knew of the Alchemists fascinated me, and I felt like Adrian got the short stick in the final book of the series, Last Sacrifice. Richelle Mead does not disappoint in this book, and she keeps just enough mystery in the plot to keep me engrossed to the last page. Rose and Dimitri even make a few appearances, which was neat to see how other characters viewed them.
Sydney is the central character, and at first glance she seems to be the antithesis of Rose's personality. She wants to be obedient and cooperative with her bosses, and she had no interest in rebelling against the system. Unfortunately, her innate desire to do good and root out evil forces her into some rough situations. Her extreme phobia of magic also creates some interesting conflicts and a very promising revelation that I can't wait to see play out in further books.
Adrian's role is at first a secret, but with a few clues from the previous series allowed me to figure it out before Mead revealed it. Gone is the Adrian that Rose brought out -- instead he is back to as much smoking and drinking as at the beginning of the previous series, back when I did not like his character. BUT, this all seems to be a facade after awhile, when Adrian shows an avid interest in painting.
Jill is the one that Sydney is protecting, along with a collection of other new and old characters. As a fifteen-year-old girl also striving to have some semblance of normal life, Jill gets mixed up in problems of her own as she strives to define who she is. While her character could have had more development, as the first book in the series, there is plenty of room for growth.
I could not get through this book fast enough, and I can't wait for the second book, Golden Lily.