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Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
Gareth von Kallenbach (980 KP) rated The Island (2005) in Movies
Aug 14, 2019
In a world where schedule, diet, and activities are closely monitored, Lincoln begins to wonder if there is something more to life. He, like all of the other residents are told that the only remaining location that is habitable is a place called The Island and that their turn to win access via a lottery is coming.
The one bright spot in Lincoln’s life is his friendship with Jordan Two Delta (Scarlett Johannsson), who has grown close to him, even though physical contact is forbidden in their society.
Lincoln confesses his confusion over his life to Dr. Merrick (Sean Bean), one of the staff members who watch over Lincoln and the other members of the community. His dreams are of interest to the doctor as well as his belief that there is more to life.
Merrick attempts to address his concerns by letting Lincoln know that he is lucky to be alive as there were so few survivors and that in the mid 21st Century, their community and The Island are the only habitable areas left.
When a few chance discoveries lead Lincoln to ask even more questions about his existence, he begins to search in secret for the answers that he knows are out there. During the course of his exploration, Lincoln makes a shocking discovery that makes him realize that everything he has ever been told has been a lie and that he and his follow community members are in great danger. Further complicating the matter is the news that Jordan has one of the lottery as is about to leave for the Island.
Before long, Jordan and Lincoln are fleeing the community in fear for their lives and in a desperate race to find the truth. Along the way they are aided by a sympathetic worker from the community, Mc Cord (Steve Buscemi), who tells them the true nature of their community and their place in life.
Hot on the trail of Jordan and Lincoln is a team of operatives, lead by Albert Laurent (Djimon Honsou), who are ordered to return the pair at any price as they represent a threat of enormous cost and potential should their secrets get out to the world.
It is at this point that the films shifts direction form a captivating thriller and becomes a typical summer action film complete with over the top chase sequences, gapes in logic, one liners, and explosions. One such chase had a truck continuing on despite an unbelievable amount of carnage erupting around it. I had thought that the truck might have been automated, but this fact is left out as the audience is apparently not supposed to think and ask questions.
The two leads work well with one another, though Johannsson is not given much to do aside from running around and looking pretty. The biggest issue is that Director Michael Bay seems unable to stay with what works so well in this film and that is the story and the two leads. There is not a need for the constant barrage of explosions and action in the film as much of it seems tacked on and unnecessary.
The film is supposed to be a thriller and when it is sticking to those aspects, as it does for the first half of the film, it works very well. There are a few moments towards the conclusion where the thriller aspect is attempted, but as soon as a foundation is laid, it is destroyed in another explosion.
In many ways, The Island” is two films. One film is a solid thriller which uses elements of the best parts of “Logan’s Run”, “THX 1138”, and parts “Clonus”, and features a nice Twilight Zone-esque twist.
The second part of the film is a mindless chase and action film that conflicts with the tone and nature of the story which had been well established. For that reason, the solid start of the film is sadly wasted by the constant barrage of action.
As it stands, The Island” is simply a sum of its two parts, one positive, one negative, which results in a neutrally okay film.
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Purple Phoenix Games (2266 KP) rated Chronicles of Crime in Tabletop Games
Jul 1, 2021
Chronicles of Crime is an app-driven storytelling, deduction, adventure board game that can be played solo or cooperatively. Players will be assuming the mantles of London detectives attempting to solve difficult cases at Scotland Yard. As it is a cooperative game players will win or lose together, but the game itself will be helping players along the way.
To setup, place the Evidence Board on the table and surround it with these components: Location Boards in a stack, but Scotland Yard attached to the bottom of the Evidence Board, Character and Special Items cards in face-down stacks, Evidence Category cards face-up, and the four Forensic Contact cards nearby as well. Open the app, choose the scenario to play, and let the app guide you through the introduction to the game.
As there are no real “turns” Chronicles of Crime allows freedom for players to essentially roam around London’s sectors looking for clues to whatever crime has taken place, interrogating suspects, asking the Forensics Contacts team for support when encountering people or items, and finally attempting the solve the case. I cannot really go into much more detail in word or photo, as I wish to avoid all spoilers, but the app will guide players and assist in gentle nudges along the way. The app will be heavily used as players will need to scan the QR codes on several components in order to interact with them, and scannable components may not always be assigned the same roles in other scenarios. Once players have explored as much as they deem necessary, they may claim the group is ready to connect the dots and win the game. Players win or lose by visiting Scotland Yard to solve the case successfully or otherwise.
Components. All of the physical components included in the box are incredible. The cards feature great artwork, the components are wonderful quality, and everything has unique QR codes to scan in the app. The box insert is cleverly-designed and certainly ready to accept expansion materials. The greatest component, however, is the Chronicles of Crime companion app. This app is simply amazing. It is absolutely necessary for play, but once downloaded it requires no Internet access (unless you decide to download additional materials or scenarios). The app is so well-designed and engaging, and the music is minimal but certainly mood-setting. I can clearly see why using an app is essential here, and allows the team to add more and more content without having to alter the physical components at all. A stroke of genius, in my mind!
All in all I was, and still am, blown away by Chronicles of Crime. The marriage of board game and digital app is something I was leery of at first because I much prefer board games, but this simply works. And works quite well. I love being able to travel to a location, check it out, interrogate any persons of interest there, and try to assemble the story in my mind. I want to play all of the scenarios with different groups of people to see if that will change anything, but currently during COVID it’s a no-go.
Chronicles of Crime may never break into my Top 10 Games of All Time, but I will not be moving it out of my collection ever. Well, unless Lucky Duck Games decides to remove the app or something weird like that. I don’t have many board/digital hybrid games in my collection, and if I never add another I will still be happy with this one (ahem, keep your eyes peeled for the Chronicles of Crime: 1400 preview I will be doing soon – or will have done depending on when you read this review). Purple Phoenix Games gives Chronicles of Crime an enthusiastically shifty-eyed 11 / 12. I think you might get bonus VPs at the end of the game for putting on a British accent when you play. I’ll have to scour the rules for that one…
Gareth von Kallenbach (980 KP) rated Ad Astra (2019) in Movies
Sep 16, 2019
Ad Astra features Brad Pitt as Astronaut Roy McBride, a film that takes place in the not so distant future where the moon has become a commercialized tourist destination. A place where outside the safe tourist zones corporations fight for control of resources, and convoys are regularly ransacked by pirates looking to make a quick buck off the wares they are able to obtain. Mars has become a staging location for deep exploration ships hoping to discover if intelligent life exists outside our solar system.
Strange power surges begin to emanate deep within the galaxy, threatening to destroy everything in their path (Earth not excluded) and the top scientist are brought together to identify the threat and propose a theory to stop it. Roy McBride after suffering a near fatal fall from aboard a space station is brought into a top-secret meeting to discuss these surges. It is in this meeting that Roy is informed that the surges appear to be manifesting near Neptune and even more interestingly they are identified as anti-matter surges that are being generated from a ship that Roy’s father Clifford (Tommy Lee Jones) was in charge of nearly 29 years ago. The mission was a search for extra terrestrial life that Clifford was overseeing and presumed dead after Earth had lost contact with his ship. Roy must put his personal feelings aside regarding his father and must travel to the outer reaches of our solar system to put a stop to the surges, in any way possible.
Ad Astra is an incredible achievement in cinematography. The visions of the moon, mars and the numerous rockets taken to get there are spectacular. Much like the Grand Canyon film I spoke of earlier, in IMAX Ad Astra gives you a front row seat exploring the solar system as we know it. It takes a realistic approach while not bogging the viewers in all the technical details that would be necessary to achieve this flight. You would be doing yourself a disservice to see this film on any but the largest of movie screens. While it might be an acceptable experience in a normal theater, much of the grandiose vistas and beautiful sets would be wasted. This is not a movie to wait for on Netflix if you have any interest in seeing it at all.
From a story perspective, there isn’t a whole lot to tell. Brad Pitt brings his amazing acting abilities to a film that features more inner dialogue to himself, then to others on the screen. It is reminiscent to the original Dune movie from the 80s combined with 2001: A space odyssey. For a movie that literally is about a voyage to deep space, there are some scenes sprinkled throughout that provide some action and even a bit of suspense. Supporting characters such as Tommy Lee Jones and Donald Sutherland provide outstanding performances, even if their screen time is extremely limited. Liv Tyler once again reprises a role similar to the one from Armageddon as the reluctant wife of a man who is tasked with saving the world.
Ad Astra is a cinematic experience, the story alone is passable if not particularly quick moving and at time rarely engaging. However, when you combine this with the technological wizardry used to bring the Solar System to life it makes for an adventure that certainly lives up to the hype and will delight your visual senses. If you’ve ever dreamed of what it would be like to live on the moon or adventure into the stars, then Ad Astra might just be the closest we ever get in our lifetime. It’s beautiful, deadly and overall an achievement to behold, just make sure you see it on the biggest screen you can.
4 out of 5 stars
Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.




