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Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
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Uptown Oracle (24 KP) rated Moroda in Books

Jun 30, 2017  
Moroda
Moroda
L.L. McNeil | 2017 | Fiction & Poetry
9
9.0 (1 Ratings)
Book Rating
A Great Debut Fantasy Novel!
As we traipse the countries and cities of Linaria following a band of unlikely comrades, we're introduced to magic, dragons, and a foe leading a trail of destruction in his wake. Moroda and her allies must find a way to save Linaria before the war destroys them and everything around them.

One of my favourite parts of the book is that there's multiple wonderful characters. We have our main character, Moroda and her sister Eryn, two former Goldstones trying to survive after their fathers death. There's Morgen an Imperial Guard from Corhaven, who's unsure as to whether life in the Guard is for him. Amarah, a brusk sky pirate who cares more for money and treasure. Palom and Anahrik, two Ittallan traders who want to get back to their homeland before war hits. Sapora, a Varkain who also wants to return to his homeland, away from the prejudice against his kind. And Kohl, an exiled Arillian who can control wind and lightening. Groups are often used within the fantasy genre but Moroda doesn't confuse you with multitudes of characters.

The world of Linaria has different prejudices and stereotypes against races and the inclusion of these races allows to get a much better, unbiased opinion. Each of our characters has their own thoughts, motivations, backgrounds and histories. Despite preconceived views of each other, the characters are all individual. There's also strong character growth, especially for Moroda throughout the book. There was definitely the risk of falling into common female fantasy tropes with Moroda, but McNeil manages to miss each of these skillfully.

The only criticism is the antagonist, Aciel. Being told by other characters what Aciel was doing and how, is very different to be able to see it. There was a lost connection that I personally like having with the villains. We meet him and he does speak a little bit, but there's definitely that lack of attachment. This criticism is also very personal, as I know a lot of people wouldn't mind this at all.

As with any fantasy novel, you need a wonderful fantasy land. There's exploration of multiple cities, and also some comparisons by the characters themselves. Each place has it's own background and vivid descriptions. I'm really looking forward to more exploration of Sereth, the Varkain capital. There's also undertones of myth, lore and legend within Linaria. Which although not explored completely within this book will be fantastic to build upon in later books.

Moroda is romance free which I loved. I've read so many books recently where the romantic subplot overshadows the real plot, and this was so refreshing. The focus was on the friendships being made over the journey, and the sisterly bond between Moroda and Eryn.

Overall I loved Moroda. Perfect to go into reading more over summer as I've finally finished exams!
  
Deepwater Horizon (2016)
Deepwater Horizon (2016)
2016 | Action, Drama
Based on the true and tragic events on April 2010, Director Peter Berg takes the helm of this re-enactment of the explosive ‘blow-out’ which destroyed the eponymous exploration rig off the coast of Louisiana. We follow Mike Williams (Mark Walberg) and the rig’s Manager Jimmy Harrell (Kurt Russell) as they butt heads with the profit hungry BP executives who are more concerned with the fact that the operation is 43 days behind schedule than safety and have began to cut corners.

Berg builds and maintains the tension expertly, as this procedural disaster movie takes shape, but this is no Titanic (1997) or Poseidon Adventure (1976). The disaster itself only takes up about 30 minutes of the 107 minute run time as we are taken through the technicalities of America’s worst ever oil disaster, one which claimed 11 lives and spilled 210 million gallons of oil into the Gulf of Mexico.

The tension is palpable, the disaster is terrifying yet exiting and whilst wearing its roughneck Vs. company man heart on its sleeve, you are left feeling that we are given a much greater understanding of the subject as well as the newsworthy disaster.

This is helped along by the great visuals and sound design, as well as art direction and visual effects, which along with the great performances, not least BP man, Vidrine (John Malkovich), makes this a must see.
  
Disclaimer: I was given an e-copy in exchange for an honest review.

This storyline is far from the ordinary of what I normally read, but I found myself nodding along with the different theories given, saying, "You know, that makes a little sense." I even found myself sharing a few of them with my husband, who is really into astronomy and the exploration of the cosmos. I liked how everything played out over the course of the plot, and how there were different twists that jumped out for certain characters that I was definitely not expecting. Just the general idea behind what's going on with Earth and what might possibly happen was very intriguing, and I can't wait to see what happens next.

The reason I dropped my review from 5 stars was because of all the grammatical errors. I don't recall ever seeing "you're" used correctly; instead, no matter the context, it was always "your," and that got really aggravating. The same goes for "their/there/they're" and "here/hear," and possibly some others that I'm forgetting. I'm not the type of person to read through a book with a red pen, but there were just so many instances that it was really hard to ignore. However, the story was very good, it definitely pulled me in, and I'll be waiting for the next one (and hoping the editing is better).
  
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