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Sagrada
Sagrada
2017 | Dice Game, Puzzle
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

In Sagrada, you are an artist who has been tasked with creating a beautiful stained glass window. Working piece by piece, you build a masterpiece – the likes of which have never before been witnessed. Finding the perfect pieces can be tricky, but through careful use of your tools and with your artistic vision, you can create the best window in the town! The game is played over 10 rounds in which players draft dice and place them in their windows, following certain placement restrictions. A set number of tools are available for use, and can aid you in manipulating the dice to your benefit. Points are scored based on successful completion of private and public objectives, and the player with the highest score at the end of 10 drafting rounds is the winner!

My favorite part about playing Sagrada solo is that the game is essentially played the same way, regardless of player count. The only difference is how you win! In both group and solo play, each player will draft two dice every round. In group play, any leftover dice are discarded, while in solo play, the remaining two dice will be added towards the Target Score – the score you are trying to beat at the end of the game! To find the Target Score, you add all of the die values of your unused dice from each round. If, at the end of the 10 rounds, you have earned more points than the Target Score, you win! But if the Target Score is higher than your final score, you lose.

The game play differences are simple enough, but actually winning the game solo is a different story. I have played Sagrada solo quite a bit, and have won maybe 25% of the time. Depending on which window card and objectives are in play, and because of placement restrictions, I often have to sacrifice high-valued dice to the Target Score. And since there are no placement restrictions for the Target Score, and two dice are added to it each round, it is very easy for that score to sky-rocket. I either barely pull off a win, or I lose by a huge margin. Playing in a group is nicer in this regard because the other players have the same placement restrictions that I have – nobody is just getting points for free. Without the Target Score, there really is no way to play Sagrada solo, but it makes the game feel a little imbalanced to me.

Just because it is difficult to win solo does not mean that I do not like the game. It requires quite a bit of strategy, and that keeps me engaged for the entire game. There are dice placement restrictions based on color AND value, so there are two different ways in which you have to constantly be strategizing. You can’t just focus on either value or color – your strategy must always be changing based on which color dice are drawn and what values are subsequently rolled. Even with the amount of strategy required, Sagrada actually plays pretty quickly as a solo game, and I really like that. I like the challenge of this game, and often try to play until I can win. Since I can finish an entire solo game in probably 10-15 minutes, I am able to get multiple plays in a row!

Sagrada is a challenging game to play solo, but not in a way that feels futile. I don’t win a lot, but the strategic implications and the pretty dice colors are what keep me coming back to this game! If you haven’t tried Sagrada solo yet, I’d encourage you to give it a shot. But be warned – you might not always win.

https://purplephoenixgames.wordpress.com/2019/02/26/solo-chronicles-sagrada/
  
KJ
Keridan's Journey
2
2.0 (1 Ratings)
Book Rating
I stopped reading this book at page 88. I just could not stand the blatant lack of proper grammar and punctuation so prevalent on every page. Since I could not understand how something so bad could actually get published, I looked up the "book imprint" and realized that this is self-publishing at its worst. Michelle Peterson runs an art website and teaches art, then conceives of the idea to write her own book and create her own Imprint so that the book can be considered published. Really??
There are so many examples of bad grammar in this book, I don't know where to begin. Commas are so lacking, I want to cry. Specifically, when using prepositions or preposition-like modifiers, commas are needed. Also, compound sentences require the use of a comma. You would be surprised at how much a simple comma allows the reader to garner the true meaning of a sentence. Another example that illustrates how badly this book needed an editor is found on page 86: "I was left to wonder wear my tough skin went." Yes, you read that correctly.
Another huge problem I had with the book is the author's complete disregard for the writer's tool of "show, don't tell." While I understand that sometimes the rule can be disregarded, this book lacks in "showing" so much that I have no connection to any of the characters, and none of the events transpiring can compel any interest or emotional response in me. For example, on page 13, Keridan is thrust into a dream to speak with her mother. It reads "The smells, the colors are only this vibrant in a dream." That's it. No description, no picture painted with words, nothing is detailed, except in the most basic of words, such as "forest grove with flowers", "fairy dress", etc. I don't know what any of the characters look like, nor can I tell the difference between any of them.
I usually love fantasy, especially because of the imaginative descriptions that defy reality and convention, but (see? Comma!) even with a great concept of using the Greek myths of Sirens to build a world, this book is too disappointing and frustrating to be worth my time and energy. In all honesty, this book reads like a first draft of a novel after NanoWrimo -- messy, disorderly, and badly in need of a rewrite.
  
Roll Player
Roll Player
2016 | Dice Game, Fantasy
Are you up for some role play? If so, you’ll have to find a different website for that. But if you’re up for some *roll* play, then you’ve come to the right place! Welcome to Roll Player – a strategic game of dice rolling, card drafting, and character creation!

On your way into town, you bump into a mysterious stranger. He tells you that he’s on a quest and is looking for companions to share in the journey (and loot!). A sneaky rogue like yourself might just pick-pocket the man and be on your way. But as a warrior, maybe you’ll go along for some action! What? You’re a wizard? That’s ok! Every good adventuring party needs a character knowledgeable in the mystical arts! The point is, your character is what you make it, and that is exactly how Roll Player works – think RPG character creation, but game-ified!

You take turns rolling dice and drafting cards to hone up your skills and attributes – the player at the end of the game with the best adventurer (determined by Victory Points) is the winner! You start with a set race, class, and backstory that determine your end-game attribute goals, and any extra Victory Points are up to you! How will you manipulate your dice to achieve your goals? How can you draft the perfect skills to outperform your opponents? The possibilities are endless!

Having played Roll Player at least a dozen times, I can honestly tell you that I thoroughly enjoy it. Rolling dice and drafting cards seems simple enough, but the amount of strategy needed to try to meet all of your end-game goals is what makes Roll Player a fun challenge. This game requires more thought than others, but I don’t think that necessarily makes it any harder to learn or play. I’ve found that once I help walk a new player through their first turn, the rest of the game is fine, and turns generally pass quickly enough too (as long as your opponent doesn’t suffer from AP…) so that the game doesn’t actually feel that long.

All in all, Roll Player does make you think, but it’s not such a heavy game that it’ll feel super serious. Purple Phoenix Games gives it a 17 / 18 (Josh has yet to play it).

https://purplephoenixgames.wordpress.com/2018/12/03/roll-player-review/
  
40x40

The Marinated Meeple (1853 KP) Jun 12, 2019

I was lucky enough to learn the game from the designer.... I'll never forget it.... sorry for the humble brag.

40x40

Awix (3310 KP) rated Robin Hood (2018) in Movies

Nov 26, 2018 (Updated Nov 28, 2018)  
Robin Hood (2018)
Robin Hood (2018)
2018 | Action, Adventure, Fantasy
Bog-standard looks-like-a-computer-game action movie populated by a mixture of blandly good-looking non-actors and people who should probably know better; would have been forgettable tosh but for the fact that the Robin Hood name has inexplicably been plastered onto something bearing virtually zero resemblance to the legend.

Corrupt establishment has embarked upon a series of foreign wars for its own shady purposes, ordinary people are being screwed to pay for it all, plus their young men are being sent off to die. Good-hearted young chap gets his draft letter in the post and is sent off to Afghanistan, or so it seems, he gets sent home on the grounds of excess heroism only to find that someone has moved Nottingham sixty miles and it is now on the coast and has its own harbour. Needless to say he resolves to become a superhero with a secret identity and sort everything out.

The thing that will kill this movie for anyone who actually cares about the Robin Hood legend is that it seems to have no appreciation of the fact that Things Were Different In The Past, and is fairly up front about it: 'we're not going to bore you with history,' the script announces in so many words right at the start. Well, if you really think history is boring, possibly you shouldn't have tried to make a film with a historical setting, then, but thank-you for making your low opinion of your audience's intelligence obvious from the start.

All the things the legend is actually about, and most of the things you would automatically associate with it (sword-fights, the band of Merry Men, Sherwood Forest, King Richard's ransom) are chucked out in favour of a glib and opportunistic one-size-fits-all form of anti-capitalist and anti-establishment agitprop. You may argue that we've seen the classic version of the story so many times before, and this is about doing something new, but if you get rid of the Robin Hood element of the Robin Hood story, you're left with something pointless and stupid, which is really what we have here. The Disney version with the talking fox is much more entertaining, not to mention historically accurate.