Search

Search only in certain items:

Slip Strike
Slip Strike
2020 | Card Game
Super spies. We have all dreamed of being one – don’t lie! What about teleporting super spies? What about time-traveling teleporting super spies?! As a huge Doctor Who fan, that is right up my alley. Well, minus the eventual assassination that comes with winning the game. Dat theme tho…

Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook, you may purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

To setup, each player chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.

Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.

If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.

Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).

The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.

Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!

The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.
  
    Turbo FAST

    Turbo FAST

    Games

    (0 Ratings) Rate It

    App

    Challenge your friends for slick shell upgrades and delicious tomato prize pools! Head down to the...

Kingdoms of Amalur: Reckoning
Kingdoms of Amalur: Reckoning
Role-Playing
Say Fable, Skyrim, and Dragon Age have a baby and Kingdoms of Amalur: Reckoning is the result and what a brilliant result it is. Not only is there a fantastic in depth story created by R.A. Salvatore, there is amazing art work done by Todd McFarlane and an incredible musical score by Grant Kirkhope. Last but not least, there is of course the game's executive designer, Ken Rolston. Together, these individuals made one hell of a RPG video game, that was not only fun to play, it's worth playing through again and again.




The story begins with your character finding himself or herself revived from death by a creation known as the Well Of Souls. This event has disrupted the threads of fate that affect the people and events of Amalur leaving you with no determined fate. This opens you up to many possibilities and of course there are those who would exploit it for their own personal gain.
 With an opening like this, Kingdoms Of Amalur's story has a lot of depth and there are many possibilities that one can take as it progresses. There is so much to explore on the map and there is a freedom to it as you can explore as much as you like. The story line itself leads to you exploring the kingdom of Amalur even further opening up new areas and you are not isolated to just one location.
 All the areas are beautifully done and are different from each other. No similarities or one map used repeatedly here. There is even a dangerous beauty and creativity to all the fantasy monsters that are a threat to you such as mountain trolls. Although you will see some of the same monsters in different areas as well as types of NPCs and other characters, it mixes together so well it doesn't hinder the game play or the story. The dialogue with characters is well written and even more refreshing, well acted. It's never boring and in some dialogues it even adds more to the tale.




 One flaw Kingdoms Of Amalur has is a couple of the quests had a few bugs, such as the Shine And Shadow quest. The quest couldn't be finished because of the quest items not being in the inventory or the Boss for this particular quest just didn't show up. It wasn't a terribly trying ordeal, but it was something that was noticed and something that could and should be fixed. Other than that, there was no other technical issues with the game for me. The game didn't freeze once during all the hours of game play and the frame rate didn't drop, and because of how much fun I had with the game, a couple of quest bugs didn't bother me at all. But, let's move on to the rest of the good.




The core of Kingdoms Of Amalur is the combat throughout the game along with the ability to fully customize your character and play to your character's strengths due to your fate or lack of one. The possibilities are endless and you can even open up new job classes as your character levels up as the game progresses. Award points earned after leveling up can be put into three categories: Might, Finesse, and Sorcery giving you added abilities and status boosts associated with whichever job class you have chosen. Combine this with all the questing and yes, that includes all the side quests, five guild story arcs, and the downloadable content of The Legend Of Dead Kel, that could easily give you 100 hours or more of game time. To sum up, Kingdoms Of Amalur isn't just a run of the mill RPG. It's something more. It has a great mix of excellent story telling, amazing game play, and an exciting world to explore that promises tons of great adventure. Overall, it is a game worth having in a gamer's collection.
  
    Flick Kick Football

    Flick Kick Football

    Games and Sports

    (0 Ratings) Rate It

    App

    With intuitive swipe-to-shoot control, Flick Kick® Football is easy to play, but challenging to...

    Top Speed Highway Racer

    Top Speed Highway Racer

    Games and Entertainment

    (0 Ratings) Rate It

    App

    Top Speed Highway Racer is very interesting, challenging and simple game. Top Speed Highway Racer is...

    Spelling 1-2

    Spelling 1-2

    Education and Games

    (0 Ratings) Rate It

    App

    Rescue fish, win prizes, and become a super speller! A G-R-E-A-T app to help good spellers become...