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    Ghoulash

    Ghoulash

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    Tabletop Game

    Ghoulash is a two-player strategy game played entirely on paper, using specially designed Game...

Hunters of the Lost Creatures
Hunters of the Lost Creatures
2022 | Animals, Card Game, Environmental
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.

Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.

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, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.

Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.


The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.

What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.

As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.

The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.

All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
  
No Man's Sky
No Man's Sky
2016 | Action/Adventure
Such a let down. (0 more)
Hyped Up Nonsense
Earlier this month No Man’s Sky was released, a game that had been hyped and anticipated by so many. Unfortunately, it has failed to live up to the expectations that gamers had for it, however in the eyes of many this isn’t due to the faults or shortcomings of the actual game itself, but is rather due to the way that Sony marketed the game, (this game is technically an indie title, yet Sony treated it as a 1st party exclusive,) and the gaming media blowing expectations insanely out of proportion. Personally, I have only played the game for a couple of hours, but I feel that I have already seen everything there is to see, in that I know that if I play for longer all I will come across is the same things with different skins and textures and that is okay, if that is all that you are looking for. The reason that I stole the phrase, “a mile wide and an inch deep,” from Colin Moriarty and used it as the headline to this article, is because I feel that it is the most accurate description that I have heard of this game to date. However, if the game was marketed as an exploratory crafting game with very light story elements and no real characters, it would have been received a lot better. The point of this paper isn’t to insult No Man’s Sky, I am simply using it as an example as that game is currently at the forefront of the gaming zeitgeist. I don’t think that the gaming community’s disappointment in No Man’s Sky is down to the developers of the game, I believe that it was Sony’s treatment, as well as the gaming press’ treatment of the game that caused the hype train to come to a crash.

This isn’t the first time that this has happened, it happened last year with The Phantom Pain, that game took over three years to come out after it was officially announced and it was still an unfinished mess. The example that always comes up when discussing games stuck in development hell for years is Duke Nukem Forever, which was objectively a bad game, but even if it was more competent, in the leagues of Halo or COD, it would still be considered a failure. Final Fantasy 15 and The Last Guardian are also going to suffer for these reasons, too much time has been spent, reporting development news and hyping up the release that feels like it will never arrive and both of those games could be stellar masterpieces and they still wouldn’t reach anywhere near the payoff that is expected of them due to all of this overhyping and false hope that has been created by the gaming press. Lastly, even if Half Life 3 ever does release and against all odds does meet the standard of the previous games in the series, that still won’t be enough for die hard fans, due to the vast amount of time between now and the previous entry and the unrealistically high standards that this has caused gamers to expect.

I am fed up of this occurring, but the press isn’t going to stop reporting any news on these projects as its released, that’s their job. The only way that I can see to get around this issue is for developers to use the Fallout 4 method and release their game with 6 months of announcing it, quelling the inevitable explosion of hype that is created if the game takes any longer than that to release. The old saying goes that, ‘there is no such thing as bad publicity,’ but if the developer has any integrity and tact and isn’t just making something for the sake of a cash grab, perhaps they would do well to think of the No Man’s Sky release saga as a cautionary tale.
  
Tokaido
Tokaido
2012 | Travel
Tokaido is one of those simple, yet beautiful, games where you can bring it to the table and nearly everyone will have a great time, errrr I mean trip… Just keep reading! You’ll see!

DISCLAIMER: The photos showing game play reflect components from the Collector’s Edition, as they are upgraded from the traditional retail copy. There is no affect on game play, the components are just nicer. -T

I don’t recall another board game on the market, as of today 1/9/2019, that has been able to recreate some of the intuitive mechanisms that Tokaido provides its players. So okay, envision one of those looooong car rides as a kid in the stuffy old car full of suitcases with your parents. Boring, right? That’s NOT Tokaido!

NOW, Imagine one of the most thrilling trips across Japan – where you get to see the sights, experience the extensive shopping, eat great delicacies, and yes, even take a dip in a sultry hot spring! THAT is Tokaido! It is an immersive vacation in a box. So, how does it all work…

In Tokaido, you take on the persona of a Japanese tourist, a.k.a cute, very detailed, little meeples (or minis). From the start you are on a race, albeit not in a complete hurry, to have the most fulfilling vacation across Japan. Here’s the catch: go too fast and you will miss out on all the wonderful opportunities Japan has to offer, as well as victory points. Your goal in Tokaido is to stay just ahead of the other players, yet to visit as many places as possible. Each location provides you with some sort of benefit on your vacation. It may be a beautifully drawn panoramic picture of the landscape (something T.I.M.E Stories would later copy), a visit to a knickknack shop, a dip in a hot spring, some delicious looking hand-rolled sushi, or even a reverent donation to a beautifully ornate temple (highest donation equals BIG victory points later on). All of these items in your collection will reap you some sort of reward in the form of victory points at the end of the game. How you coordinate your collection is VERY important. Simply jumping from space to space will NOT get you delicious sweets like in Candy Land. It’s about timing your moves just right so that you are able complete that entire panoramic landscape, or eat just enough of the right food to satisfy your taste buds.

Seems simple, right? It is! That is the best part. New gamers in your group will gravitate toward the simplistic nature to which the game lends itself. In my gaming groups it has even lead to multiple plays! Experienced gamers will enjoy the delicate artwork and creative mechanics. Because the gameplay is so centered around the mechanic of, “don’t get too far ahead of your neighbor but stay just ahead of them,” it truly feels like you are on the T.V. show “The Greatest Race”. It is a very simple, but clever and excitement-driven concept. With that said, it can be played in under an hour, even with 4 players. Tokaido provides so much gameplay in one simple box, but yet allows you to have a little time left in your game night to still play that heavy Euro afterward. That’s a huge plus in my book, and one reason why it is ranked so high for me. That, and well, those cute little meeples (or minis) get me every time!

I really hope you give this one a try. It is a nice and relaxing experience that lends itself to quick gameplay, immersive theme, and excellent artwork. I hope your trip across Japan will truly be as rewarding as mine was! Ganbarou!! (Good luck!)

Purple Phoenix Games gives this one a relaxing 13 / 18 (Laura has not played it yet).

https://purplephoenixgames.wordpress.com/2019/01/11/tokaido-review/
  
Monopoly Deal Card Game
Monopoly Deal Card Game
2008 | Card Game, Economic
Yep. You read that correctly. This is a review of Monopoly Deal. Classic Monopoly gets a bad rap from almost all gamers, and I know we are all tired of saying, “No, not like Monopoly” when asked about our gaming hobby. But how does this card version of the game hold up? Is it any better than the original, or is it still destined for the “To Sell” pile?


Monopoly Deal is a game of hand management, set collection, and take that as players are trying to collect 3 complete property sets. Setup is simple – shuffle the deck of cards and deal 5 to each player, put the remaining cards in a draw pile, and determine the starting player. On your turn, you will complete 3 steps: draw 2 cards, play up to 3 cards, and discard your hand down to 7 cards if necessary. Play then continues clockwise to the next player. There are 3 different ways in which you can play your cards. You can play money into your bank, add properties to your collection, or play action cards to the center of the table. Action cards allow you to do things like charge opponents rent or draw additional cards. The game ends once a player has completed 3 complete property sets. Be the first to do so, and you are the winner!
I know you’re dying to get to the point – is this card game any good? I do have to admit that it has its good points. The game is easy to learn and fast to play. One of the worst parts of the board game version is that it feels like it takes an eternity to play. As a card game, the flow is faster and that makes it more engaging for all players the entire time. The rules are simple and clear, and there is no ambiguity as to how different cards work. Don’t want a property? Just don’t play it! There’s no need to send it to auction like in the board game, just discard it when you get a chance. This card game version simplifies the board game in a way that makes it enjoyable.


The biggest downside for me regarding Monopoly Deal is that this game is based mostly on the luck of the draw. It is very difficult to create a strategy because you are at the mercy of your hand of cards. No matter how hard you try, or how adept you are at strategy games, if the deck of cards is working against you, it is very difficult to bounce back. Another part of this game that I do not like is the take that aspect. I’ve said it before, I do not enjoy direct confrontation in games. I can be pretty competitive and I begin to take things personally, which makes the game fun for nobody. This game can get pretty cutthroat, and because of the large luck element, it can feel unbalanced and unfair. Parts of it feel kind of Munchkin-y to me, and it brings down my enjoyment factor.
For such a light and luck-based game, Monopoly Deal really has a little more to it than meets the eye. Is it better than the board game version? In my opinion, yes. I would much rather play the card game than the board game. That being said, I reserve this game more for a filler game or an introductory game for newer gamers – it’s not one that I am dying to pull out at every opportunity. Should you give it a try? That’s ultimately up to you, but I think you might be surprised with this game. Overall, Purple Phoenix Games gives Monopoly Deal a 6 / 12.
  
Never Say Never
Never Say Never
2020 | Party Game, Word Game
Never have I ever played Never Have I Ever. At least I don’t remember ever playing it. You know the one. A player says they haven’t done something and if you have you have to either eat a Twinkie (not a sponsor), take a drink of whatever, or put down a finger. That’s the general idea of that game. Never Say Never definitely takes inspiration from this aforementioned classic (?) and puts a new twist on it. Read on if you are intrigued.
Never Say Never is a party card game in the same vein as Never Have I Ever, but plays oppositely. So gather your friends (well, up to 20 of them and only after COVID passes by) and get ready to amaze them all.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup, have each player draw five cards from the massive deck. You are now ready to play!
On a turn the active player will choose one of their cards to be played to the table. When read aloud, the active player will score one point if everyone says they would never do the action played. If people say they WOULD do the action, however, they immediately explain themselves and why they would or how they have in the past. The greatest story wins the point. The first person to 10 points wins the game or is very drunk (if playing by the alternate rules).

Components. This game is about a million cards in a box with the rules of the game printed on the back of the box. The cards are all fine quality and minimal art is used, but the layout is decent and legible. No real problems to be had with components.

The game itself isn’t what I would call “bad.” In fact, it is enjoyable for what it is: a simple party game offering some new and imaginative prompts for when your brain cells aren’t necessarily firing correctly. Instead of coming up with the prompts from experiences you have actually had, these offer off-the-wall scenarios that many people have not done, but may actually consider. A small change, but an interesting one.

Obviously this one probably will not rank highly on many gamers’ favorite lists, but I think it is one that is handy to keep around when something of this style is needed. I know there have been times when the game night invitee list was bloated with non-invitees and I had to scramble to come up with some engaging activities. Never Say Never would certainly have saved my bacon on those occasions. Especially when non-gamer spouses are added to that number.

So I think that if you are a fan of party games and want to try a spin on an old standard, give Never Say Never a shot. If, like me, you struggle to entertain the non-gamers who show up to game night, give this a try. You might very well open up some peoples’ minds to other games that night as well. Purple Phoenix Games gives this one an 11 / 18. I personally would never eat rat meat, but under the right circumstances would certainly consider shaving my eyebrows completely off. HBU?
  
Yarr Harr!
Yarr Harr!
2020 | Card Game, Pirates
Ahoy – it’s time to set sail for the open seas like the pirates we are! So cast off your lines and… wait… what? What do you mean you don’t have a ship ready yet? Still under construction? Seriously?! Well I can see those other pirates building up their ships too, so you better hurry up and finish yours first so you can lay claim to the vast treasures of the world! And I’m not saying you should, but if those other guys ran into some… problems… with finishing their ships, that wouldn’t be too bad if you catch my drift.

Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L


Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.


The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!