Purple Phoenix Games (2266 KP) rated Agropolis in Tabletop Games
Sep 24, 2020
Disclaimer: We were provided a copy of Agropolis for the purposes of this preview. The components are not yet finalized, and will probably change from what you see here to the finished Kickstarter campaign. Agropolis is a stand-alone expansion to the popular ButtonShy title, Sprawlopolis. We have reviewed Sprawlopolis (as both a Solo Chronicles, as well as Multiplayer) in the past, so I do not intend to rehash the entire ruleset in this preview. -L
In Agropolis, players are working cooperatively to create a cohesive and thriving rural community. The overall gameplay is the same as Sprawlopolis, with a few thematic differences. To begin the game, randomly select 3 cards to dictate the scoring conditions for your specific game. Deal 1 card to each player (3 to the starting player), and place one card face-up in the center of the table. On your turn, you will draw a card, play a card into the communal countryside, pass your remaining cards to the next player, and then draw a new card. The goal is to create a countryside that scores enough points to surpass the combined total of the 3 scoring condition cards.
Each card is divided into four zones: cornfields, livestock pens, orchards, and vineyards. The selected scoring condition cards determine how you can earn and lose points for your card/zone placements in the countryside. That’s where strategy comes into play – you can’t just place your cards wherever you want! There has to be a method to the madness, and each placement must be carefully selected for maximum end-game points. When all cards have been played, tally up your points – earning points for each zone, gaining/losing points for scoring conditions, and deducting points for roads. If your final score is higher than the total of the 3 scoring conditions combined, then you have won!
As a big fan of Sprawlopolis, I am happy to report that ButtonShy has done it again with Agropolis. The overall gameplay and atmosphere is the same between both games, which adds a comfort and familiarity to the game, but the thematic differences and scoring conditions make the game feel subtly unique. Aside from a country theme, Agropolis has an optional challenge known as the Feed Fee. Certain cards have a feedbag and livestock symbol underneath the card’s score, and all cards have a combination of livestock symbols at the bottom of the scoring description. To play with the Feed Fee, simply count the number of that specific type of livestock across all 3 scoring condition cards and add that to your scoring total. You might even have multiple Feed Fees in play for a single game! That is a new added challenge unique to Agropolis, and can really up the ante of the gameplay.
Our preview copy of Agropolis also came with a 6-card combo pack expansion that allows you to combine both Agropolis and Sprawlopolis into one big game. To play with the combo pack, randomly select one scoring condition card from the three decks: Agropolis, Sprawlopolis, and the combo pack. Randomly select another combo pack card to be the starting card of your city/country blended community. On your turn, you will draw 1 Agropolis card and 1 Sprawlopolis card. Play only one of those cards to the tableau, and the other is discarded. When both draw decks run out, the game is over and points are tallied. This combo game is uniquely challenging because you have scoring conditions from both games. You can’t focus on the city-side and let the country peter out, because at least one of the scoring condition cards calls for a country-specific goal. This combo pack takes the simplicity of both games and really ups the amount of strategy required for success. Definitely a combo I will be playing a lot!
All in all, how is Agropolis? The gameplay itself is simple, strategic, and satisfying to play. Although nearly identical to Sprawlopolis, the thematic differences and country-specific scoring conditions make the game feel new and refreshing. I absolutely love the 6-card combo pack to combine both games together. It just heightens the gameplay and strategic considerations, and takes it from a smaller game to something with a little more heft. Some people are all about that city life, but I think Agropolis will show you the beauty of the rural community. Be sure to check out the Kickstarter campaign, going live on Tuesday, September 29th!
Peter Russell (61 KP) rated Legacy of Dragonholt in Tabletop Games
May 3, 2019
I played through this game once and it took me about 6 hours and feel tgere are not enough alternate choices to merit another playthrough. Even though the game says it can be played with 1 to 6 players I recommend one player because only a single choice can be made with each entry and multiple players may not agree on a single course of action. For this game you fo need some tablespace as there are lots of tracking sheets and books and possibly a map you will have out.
*Minor Spoiler Ahead
My overall view of this game is that I wish it was different in one of two ways.
1. It would be nice if there were expansions to this where a character could carry over to another campaign or an expansion that weaves in more npc drama. At the end there are only 4 possible endings and then the game just ends, I wanted more, but knew it would never be.
2. This game with all of its tracking was more akin to muds and I feel it would have been better suited (at least for single player) as an interactive book for a computer where the tracking is done behind the scenes. This would of provided more mystery and made the game feel more in the moment rather than breaking out of the story to reference tracking sheets to see if a choice was allowed.
Hazel (1853 KP) rated Nirvana (Nirvana #1) in Books
Dec 7, 2018
Imagine a world without any bees. That is the world that J. R. Stewart conjures up in this new dystopian series, <i>Nirvana</i>. Twenty years from now, the bees have become extinct. There are no more trees, flowers, fruits or vegetables; and more animals have become extinct as a result. Young adult, Larissa, is living in a world that seems unimaginable, but not only is she dealing with this new way of life, she is also grieving the loss of her husband, Andrew.
Andrew was a scientist, an occupation that earned himself and Larissa a place in the Barracks where he could continue with his important research. They both believed they were lucky to receive this opportunity, but then Andrew went out on a mission and never came back. No matter how hard people try to convince her, Larissa cannot accept that her husband is dead, especially as she has seen him in <i>Nirvana</i> – a virtual reality world. As she struggles to piece together what is real and what is not, secrets are being uncovered that blur the lines between reality and the cybernetic domain.
<i>Nirvana </i>is an interesting concept. Firstly, the issue with the extinction of the bees is a very real concern for scientists at the moment. If bees were to die out there would be no pollination of the vital plants that humans use daily. Humanity would be faced with a future not unlike Larissa’s. Secondly, with the advance in computer technology, virtual reality has become a popular phenomenon in contemporary society, and with more expansion it is likely that something similar to Nirvana will be produced.
As a story, however, nothing exciting really happened. There was no major build up to the ending. Characters were suspected of hiding the truth from the very beginning and therefore it was no surprise when certain facts came to light later in the novel. <i>Nirvana</i> is also a very short first installment of the series, which does not give the story much chance to develop at an adequate pace, thus it is difficult to get our heads around the virtual reality concept that Stewart writes about.
Despite these misgivings there is the chance that the following novels in this series will become more thrilling as the truth begins to unravel about Andrew’s disappearance or death.
Jodie Barker (70 KP) rated Random Minds in Tabletop Games
Dec 14, 2018
I have only played a couple rounds of the normal game mode of this so far where one deck acts as your "base" cards and then you get 5 cards of each of the other decks. With your 10 cards you have to make a story including your base card from the pile you have selected. The base card is your starting point and can be anywhere within the story you create (beginning/middle/end). You can play as little or many cards as you like to make your story (10 Max) and the goal is to make your selected person laugh more than anyone else. Your selected person for that round chooses the winner out of everyone's stories and then they win the base card which acts as a point, and then you replace your used cards with new ones and the next person selected chooses the winner out of the next round. That is just one game mode and there are more that you can try out.
The only cons with this is that the instructions are not the clearest to understand, but once you figure it out and get used to it you can have plenty of fun with this game. And also even though there are decent sized decks to play with, if you have a few people playing you can go through the cards very quickly and then you could get the same cards over and over again, which isn't a problem but I hope the release new expansion packs in the future so you can get some new cards you haven't seen before.
** This is a very fun party game but it can also be offensive, rude and vulgar so it is best played with people of a certain kind of humour who will not get upset at the topics in this game.
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