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Purple Phoenix Games (2266 KP) rated Tiny Epic Tactics in Tabletop Games
Jul 8, 2021
One of the neatest things about the Tiny Epic game series is how they manage to fit so much game into such a small box. But alas, boxes are not always just mere storage devices – in Tiny Epic Tactics, they are components of the game! These nesting boxes will create a 3D terrain on which players will be moving across, over, and through on their way to victory! But how does this game fit into the Tiny Epic series overall? Keep reading to find out!
Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L
Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!
Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.
The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.
Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!
Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?
Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.
Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L
Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!
Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.
The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.
Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!
Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?
Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.

Purple Phoenix Games (2266 KP) rated Xenohunters in Tabletop Games
Mar 22, 2021
What do you find absolutely terrifying? A great many things are on my list, and one of them happens to be the main theme for Xenohunters – heroes attempting to blow up a space station that has been overrun by hostile alien threats, but said aliens are adept at sneaking and can rise up just before you and deliver a deadly blow. I know I can’t be the only one shuddering at THAT thought. So when my friends over at Half-Monster Games contacted me about previewing their new game I knew I was in for one crazy ride.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.

LeftSideCut (3776 KP) rated Star Wars: Episode III – Revenge of the Sith (2005) in Movies
Nov 29, 2019 (Updated Dec 20, 2019)
The final chapter of the Star Wars prequel trilogy is definitely the high point (which isn't the highest praise...) throwing a large amount of sci-fi action at the audience, whilst bring the Star Wars narrative full circle and finally tying into the first film.
The action is over gratuitous at times, but it's still entertaining enough - the opening space battle, the climatic battle between Jedis, the harrowing Order 66 scene.
The special effects here are noticably improved from Episodes I and II, and once again, the various locations and landscapes that we're shown are stunning to look at (Kashyyyk is a good example).
The most important character arc here is of course Anakin's, as he completes his turn to the dark side and steps further towards the iconic Darth Vader. I much prefer Hayden Christensen this time around, although he's still wooden in parts - I get the feeling that he's trying his best, but George Lucas isn't giving a whole lot for him to work with.
Ewan McGregor is great once again as Obi Wan.
The biggest new character we're introduced to in ROTS is General Grievous, who's ok I guess - he's nothing more than a CGI model designed to sell merchandise, but then again, who doesn't want to see someone wield four lightsabers at once ey?
The dialogue is just about more bearable than in the other two prequel films, and the movie has a general sense of 'getting shit done' than before, and it's all the better for it and has some dark turns here and there.
There are some cringey bits of course - the unessecary Chewbacca line for one, and of course, the god awful 'NOOOOOOO' line near the end (literal sick in my mouth)
When looking back on the prequel trilogy of Star Wars, it's easy to cast them aside and say they're no good, when in reality, that's not wholly true. They have they're moments and will always be something that I'll (maybe) watch when they're on TV...
The action is over gratuitous at times, but it's still entertaining enough - the opening space battle, the climatic battle between Jedis, the harrowing Order 66 scene.
The special effects here are noticably improved from Episodes I and II, and once again, the various locations and landscapes that we're shown are stunning to look at (Kashyyyk is a good example).
The most important character arc here is of course Anakin's, as he completes his turn to the dark side and steps further towards the iconic Darth Vader. I much prefer Hayden Christensen this time around, although he's still wooden in parts - I get the feeling that he's trying his best, but George Lucas isn't giving a whole lot for him to work with.
Ewan McGregor is great once again as Obi Wan.
The biggest new character we're introduced to in ROTS is General Grievous, who's ok I guess - he's nothing more than a CGI model designed to sell merchandise, but then again, who doesn't want to see someone wield four lightsabers at once ey?
The dialogue is just about more bearable than in the other two prequel films, and the movie has a general sense of 'getting shit done' than before, and it's all the better for it and has some dark turns here and there.
There are some cringey bits of course - the unessecary Chewbacca line for one, and of course, the god awful 'NOOOOOOO' line near the end (literal sick in my mouth)
When looking back on the prequel trilogy of Star Wars, it's easy to cast them aside and say they're no good, when in reality, that's not wholly true. They have they're moments and will always be something that I'll (maybe) watch when they're on TV...

Pat Healy recommended The Killing (1956) in Movies (curated)

Pat Healy recommended Paths of Glory (1957) in Movies (curated)

Matthew Krueger (10051 KP) rated Mario Party 2 in Video Games
Dec 23, 2020
Let The Party Continue
Mario 2- is the sequel to Mario Party in the Mario Party franchise. That came out a year later on the N64. New boards, new minigames, same charcters, just with the number 2 on it.
In the game's storyline, Mario and his friends create a world built from their dreams and get into a debate over who the new world would be named after. When Bowser arrives and invades the land, the group takes Toad's suggestion to name it after the "Super Star" who defeats Bowser.
Mario Party 2 includes multiplayer compatibility; each game on a board map consists of four players, including at least one human player and up to four. Any character who is not controlled by a human will instead be controlled by the game as a computer-controlled character.
The goal of Mario Party 2 is to collect the most Stars within the allotted amount of turns. Stars must be purchased from Toad with coins, which can be earned through a selection from one of 64 mini-games that is played once at the end of each turn.
The players can obtain items for use on the board, and can each carry one at a time. If a player is carrying an item, they can use it before rolling the dice block. Items can aid the player in such ways as providing additional dice blocks or stealing another player's item. One item, the Skeleton Key, allows the player to use shortcuts located on each board map.
During the final five turns of a game, a one-on-one Duel mini-game is initiated when a player lands on the same space as another.
Its Mario Party but better. Why did nintendo not bring back the costumes. Only in this one, you see Mario dress up as a pirate. Come on Nintendo, Mario Party uhhh i lost count, better have it.
I like this one better than One. One is still good, but i fell this one is better.
In the game's storyline, Mario and his friends create a world built from their dreams and get into a debate over who the new world would be named after. When Bowser arrives and invades the land, the group takes Toad's suggestion to name it after the "Super Star" who defeats Bowser.
Mario Party 2 includes multiplayer compatibility; each game on a board map consists of four players, including at least one human player and up to four. Any character who is not controlled by a human will instead be controlled by the game as a computer-controlled character.
The goal of Mario Party 2 is to collect the most Stars within the allotted amount of turns. Stars must be purchased from Toad with coins, which can be earned through a selection from one of 64 mini-games that is played once at the end of each turn.
The players can obtain items for use on the board, and can each carry one at a time. If a player is carrying an item, they can use it before rolling the dice block. Items can aid the player in such ways as providing additional dice blocks or stealing another player's item. One item, the Skeleton Key, allows the player to use shortcuts located on each board map.
During the final five turns of a game, a one-on-one Duel mini-game is initiated when a player lands on the same space as another.
Its Mario Party but better. Why did nintendo not bring back the costumes. Only in this one, you see Mario dress up as a pirate. Come on Nintendo, Mario Party uhhh i lost count, better have it.
I like this one better than One. One is still good, but i fell this one is better.

David McK (3562 KP) rated Star Trek (2009) in Movies
Aug 23, 2020 (Updated Jan 22, 2023)
JJ Abrams prepares for Star Wars
"Space. The Final Frontier. These are the voyages ..."
2009 big screen reimagining of the iconic 60s TV series, and I use that as the touchpoint deliberately: we're back to a (recast) Kirk and co instead of the Next Generation crew, or even those from Voyager/Enterprise/Discovery.
In retrospect, it also somewhat comes across as director JJ Abrams pitch for making a Star Wars movie: this is also lens flare and slow motion, with the action ramped up considerably from the TV series or even most of the previous movies. it's also the first of the three Kelvin-verse Star Trek movies: I'm unsure whether we'll get any more in that timeline, what with the tragic death of some of the (young) key actors - I'm looking at you, Anton Yelchin (Chekov) - and with others of the cast moving on to other bigger (?) sci-fi things - yep, that's you Zoe Saldana (Uhura).
The plot, as alluded to above, involves time travel, with the events thus kicking off an entire new timeline, that here sees Chris Pine taking on the role of James T Kirk - initially introduced as a kid, driving his step fathers classic car off a cliff (talk about setting out your stall early!) - and Zachary Quinto (then more famous as the villain Sylar from TVs 'Heroes') talking on the role of a younger Spock.
Most of the cast, I felt, was pretty much spot on - the only one that really rubbed me up the wrong way was Simon Pegg as Scotty, although even he grew on me a bit (I'm also not entirely sold on the aesthetics of the USS Enterprise here - more like USS Chibiprise!). We also have the 'passing of the torch' (as it were) from one character to another, with the inclusion of a certain key half-human actor who will forever be associated with that role ...
2009 big screen reimagining of the iconic 60s TV series, and I use that as the touchpoint deliberately: we're back to a (recast) Kirk and co instead of the Next Generation crew, or even those from Voyager/Enterprise/Discovery.
In retrospect, it also somewhat comes across as director JJ Abrams pitch for making a Star Wars movie: this is also lens flare and slow motion, with the action ramped up considerably from the TV series or even most of the previous movies. it's also the first of the three Kelvin-verse Star Trek movies: I'm unsure whether we'll get any more in that timeline, what with the tragic death of some of the (young) key actors - I'm looking at you, Anton Yelchin (Chekov) - and with others of the cast moving on to other bigger (?) sci-fi things - yep, that's you Zoe Saldana (Uhura).
The plot, as alluded to above, involves time travel, with the events thus kicking off an entire new timeline, that here sees Chris Pine taking on the role of James T Kirk - initially introduced as a kid, driving his step fathers classic car off a cliff (talk about setting out your stall early!) - and Zachary Quinto (then more famous as the villain Sylar from TVs 'Heroes') talking on the role of a younger Spock.
Most of the cast, I felt, was pretty much spot on - the only one that really rubbed me up the wrong way was Simon Pegg as Scotty, although even he grew on me a bit (I'm also not entirely sold on the aesthetics of the USS Enterprise here - more like USS Chibiprise!). We also have the 'passing of the torch' (as it were) from one character to another, with the inclusion of a certain key half-human actor who will forever be associated with that role ...

Darren (1599 KP) rated Alien: Covenant (2017) in Movies
Jun 20, 2019
Story: Alien Covenant starts with the colony ship the Covenant heading towards a new planet, a crew of 15 and over 2000 colonist on board with just Walter (Fassbender) the android running the ship. When the ship encounters a freak storm in space leads the crew suffering loses they need to let the new captain Oram (Crudup) guide them through the damage to the systems.
When the repairs find a ghost transmission from a planet which appears perfectly habitable Oram goes against first mate Daniels’ (Waterston) opinion to continue their mission and takes a crew to this planet.
While on the planet the crew learn, this planet isn’t as safe as they had thought as they learn the deadly species waiting to be awoken along with a discovery which will give them answers about one of the mysterious of space.
Thoughts on Alien: Covenant
Characters/Performance – Walter is the latest model of the androids that joins the mission to do the jobs humans can’t manage he is good natured and understands his mission. Daniels is the second in command after the early tragedy, she doesn’t want to investigate the new planet but soon becomes the one we must rout for once she decides to fight. Oram is your standard captain trying to take the role with his own stamp, also he is meant to be religious. The rest of the crew are what you expect.
Performance wise, well this is where things get interesting, Fassbender is fine but let’s face it he is wasting his talent in movies like these. Waterston struggles to follow in the strong leading action heroine footsteps with Crudup being easily forgettable. This does have known names but nothing that comes off truly memorable in the performances.
Story – The story looks to follow up what happened after the Prometheus in what just feels like a complete rip off, of plenty of films, we have horribly written characters that just do panic instead of being professional in the role that would remain calm through each situation. This is a rinse, repeat film that ends up being one of the most predictable movies you have ever seen.
Horror/Sci-Fi – There is little to no horror in a movie that has ALIENS in which is the whole point. The sci-fi side of the story is all what you have come to expect from the genre without being anything fresh.
Settings – The film looks beautiful and stunning throughout but they also don’t have anything looking original though.
Special Effects – The special effects show us the settings looking almost flawless, it is the aliens which come off weak in places.
Final Thoughts – This is a poor addition to the franchise of aliens, we barely see them and the science versus religion question doesn’t end up getting discussed enough.
Overall: Poor franchise addition that is weak in every single aspect.
https://moviesreview101.com/2017/05/16/alien-covenant-2017/
When the repairs find a ghost transmission from a planet which appears perfectly habitable Oram goes against first mate Daniels’ (Waterston) opinion to continue their mission and takes a crew to this planet.
While on the planet the crew learn, this planet isn’t as safe as they had thought as they learn the deadly species waiting to be awoken along with a discovery which will give them answers about one of the mysterious of space.
Thoughts on Alien: Covenant
Characters/Performance – Walter is the latest model of the androids that joins the mission to do the jobs humans can’t manage he is good natured and understands his mission. Daniels is the second in command after the early tragedy, she doesn’t want to investigate the new planet but soon becomes the one we must rout for once she decides to fight. Oram is your standard captain trying to take the role with his own stamp, also he is meant to be religious. The rest of the crew are what you expect.
Performance wise, well this is where things get interesting, Fassbender is fine but let’s face it he is wasting his talent in movies like these. Waterston struggles to follow in the strong leading action heroine footsteps with Crudup being easily forgettable. This does have known names but nothing that comes off truly memorable in the performances.
Story – The story looks to follow up what happened after the Prometheus in what just feels like a complete rip off, of plenty of films, we have horribly written characters that just do panic instead of being professional in the role that would remain calm through each situation. This is a rinse, repeat film that ends up being one of the most predictable movies you have ever seen.
Horror/Sci-Fi – There is little to no horror in a movie that has ALIENS in which is the whole point. The sci-fi side of the story is all what you have come to expect from the genre without being anything fresh.
Settings – The film looks beautiful and stunning throughout but they also don’t have anything looking original though.
Special Effects – The special effects show us the settings looking almost flawless, it is the aliens which come off weak in places.
Final Thoughts – This is a poor addition to the franchise of aliens, we barely see them and the science versus religion question doesn’t end up getting discussed enough.
Overall: Poor franchise addition that is weak in every single aspect.
https://moviesreview101.com/2017/05/16/alien-covenant-2017/

Darren (1599 KP) rated Alien Resurrection (1997) in Movies
Jun 20, 2019
Story: Alien: Resurrection starts as we arrive on a US space research facility where General Perez (Hedaya) is working on bringing back the aliens with clones of Ripley (Weaver), the latest number 8 shows incredible strength and development. Waiting for a delivery from Captain Elgyn (Wincott) and his crew Call (Ryder), Vriess (Pinon), Johner (Perlman) Hillard (Flowers) and Christie (Dourdan) a deal is agreed they can spend a couple of days’ rest on the research ship.
After Elgyn’s crew get involved in an altercation with the scientists they must escape but the xenomorphs have escaped onto the ship, joining up with Ripley the crew look for a way off the ship while staying alive.
Thoughts on Alien: Resurrection
Characters/Performance – Ripley is now a clone and the mother of the xenomorphs being created on the ship, she is stronger than before but becomes the best weapon against the xenomorphs. Call is the newest crew member of the pirates but she is harbouring a secret from the rest of the crew. The rest of the characters are your generic group of fighters, the tough one, the gunslinger, the smart one and the captain nothing original comes from these characters.
Performance wise, this isn’t the best Weaver alien performance but she is also brave enough to take it on with a different approach. Ryder is solid enough through the film. the rest of the cast are also solid with Ron Perlman giving his aggressive dick like performance on the good guys team.
Story – The story might not be the greatest, but it does capture what is needed for an alien movie, we have the military wanting to study the aliens for their own good, this happens every single film, we also have the group of soldiers needing to fight them off, but this film does offer a chance to build the relationship between the xenomorphs and Ripley. The problem for a lot of this story telling it that it isn’t original and isn’t on the same levels as the earlier films.
Action/Horror/Sci-Fi – The action is all mindless like you would expect from big budget style sequel too far down the line, the horror is now nearly all gone from the franchise but the sci-fi angle continues on strongly as we see how the aliens are now finding new ways to breed.
Settings – The whole film is set upon the space facility craft which is good because it keeps everything within the one location which is all we want in these films.
Special Effects – The special effects are good in this film and are one of the extra highlights within the film.
Final Thoughts – The weakest part of the Weaver alien films but still a good enjoyable enough watch.
Overall: Enjoyable enough.
https://moviesreview101.com/2017/09/27/alien-resurrection-1997/
After Elgyn’s crew get involved in an altercation with the scientists they must escape but the xenomorphs have escaped onto the ship, joining up with Ripley the crew look for a way off the ship while staying alive.
Thoughts on Alien: Resurrection
Characters/Performance – Ripley is now a clone and the mother of the xenomorphs being created on the ship, she is stronger than before but becomes the best weapon against the xenomorphs. Call is the newest crew member of the pirates but she is harbouring a secret from the rest of the crew. The rest of the characters are your generic group of fighters, the tough one, the gunslinger, the smart one and the captain nothing original comes from these characters.
Performance wise, this isn’t the best Weaver alien performance but she is also brave enough to take it on with a different approach. Ryder is solid enough through the film. the rest of the cast are also solid with Ron Perlman giving his aggressive dick like performance on the good guys team.
Story – The story might not be the greatest, but it does capture what is needed for an alien movie, we have the military wanting to study the aliens for their own good, this happens every single film, we also have the group of soldiers needing to fight them off, but this film does offer a chance to build the relationship between the xenomorphs and Ripley. The problem for a lot of this story telling it that it isn’t original and isn’t on the same levels as the earlier films.
Action/Horror/Sci-Fi – The action is all mindless like you would expect from big budget style sequel too far down the line, the horror is now nearly all gone from the franchise but the sci-fi angle continues on strongly as we see how the aliens are now finding new ways to breed.
Settings – The whole film is set upon the space facility craft which is good because it keeps everything within the one location which is all we want in these films.
Special Effects – The special effects are good in this film and are one of the extra highlights within the film.
Final Thoughts – The weakest part of the Weaver alien films but still a good enjoyable enough watch.
Overall: Enjoyable enough.
https://moviesreview101.com/2017/09/27/alien-resurrection-1997/

Purple Phoenix Games (2266 KP) rated Hit the Silk! in Tabletop Games
Mar 9, 2021
Ok here’s the deal. You and your buddies have gone in deep with the casino and they are out to ice you if you don’t pay up. You have secured the funds to repay your debts and have hijacked the plane needed to get back to settle up. There’s just one problem: there are 3-6 of you and only 2-5 parachutes on board this plummeting aircraft. With whom to ally and can you make it off the plane with enough parachutes and money to make this run worth it?
Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.
Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.
The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.
Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).
Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.
So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.
I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.
Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.
Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.
The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.
Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).
Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.
So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.
I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.