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Gareth von Kallenbach (977 KP) rated the PlayStation 3 version of Deadpool in Video Games

Jun 19, 2019  
Deadpool
Deadpool
Action/Adventure
Marvel comics classic antihero Deadpool has made a jump to the big leagues as the star of his own videogame by high Moon Studios. For those unfamiliar with the character, Deadpool is a mentally unstable mercenary who is deadly efficient with all manner of weaponry and takes delightful glee and dispensing violence. As the game opens, dead pool breaks down the fourth wall and openly speaks to the players often chiding them for their performance as well as cracking several raunchy one-liners and quips in the process. In his rundown apartment, we learn the dead pool has coursed through the use of high explosives the creation of a videogame written by and starring himself.

At numerous times throughout the game Deadpool will open the script to offer his creative input and decide to go off script and make some very creative and often bloody changes to the storyline which often causes the unseen but often heard studio exec complain about the budget of the game being surpassed.

While this is a very interesting set up and does add a lot of unique new wrinkles to a game of this type, at its heart Deadpool is simply an action adventure game in a style that we have seen many times before often in better games.

In pursuit of a contract, Deadpool graphically dispatches waves of enemies using his signature swords and guns which allow him to do all manner of complicated and impressive combat moves. As enemies are dispatched, players can earn the ability to purchase and equip new weapons such as shotguns, bear traps, grenades, dual machine guns, and more as well as have the ability to upgrade some of Dead pools abilities such as his healing speed. Like fellow mutant Wolverine, who briefly shows up the game, Deadpool is capable of regenerating health, so when combat becomes too intense it is often advisable for players to retreat to heal before wading back into the never-ending siege of enemy opponents.

Deadpool can also do some very creative stealth kills such as coming up behind an opponent and decapitating them or dispatching them with a quick shot to the head. This does have its own risks as excessive noise tends to attract large mobs of enemies and even as good as Deadpool is there comes a point where discretion is the better part of valor. Thankfully Deadpool has the ability to teleport away from danger and this comes exceptionally handy during the games numerous and at times frustrating jump sequences when a jump goes wrong.

There are elements of the game that are frustratingly hard but then there are moments that are absolute delight for fans of action games as well as, book heroes. The bawdy and over-the-top humor was excessive at times but was also entertaining and the character animations were true delight especially when Deadpool became a spinning dervish of death and dismemberment courtesy of his bladed weapons and guns.

 

Many of the enemies though became highly redundant and some did require a considerable amount of effort to dispatch so it is important that players conserve their ammunition as much as possible as running dry often required a hasty retreat rather than staying and finishing the job.

 

There were several clever cameos in game which I do not want to spoil and it was really nice to step into the bizarre and mayhem filled world in which the title character lives. My biggest issues with the game were that the gameplay became very repetitive after a while and the timed jumps and certain fights became extremely frustrating. If I want to do precision jumps from platform to platform to accomplish a goal, I will fire up the Wii U and play a game of Mario brothers.

I also had issues with some glitches in the game such as weapons animations disappearing and one extremely annoying sequence where the control systems on the PC version of the game went haywire and the character started to move on his own without any input from the controls. There were also some problems with the camera angles which in the heat of pitched battles became highly frustrating as I found myself boxed in and unable to see which way to go.

 

The graphics and sound in the game were solid but to control systems did have an element of frustration to them. While you are able to customize the controls on the PC version of the game, I did have to wonder how much easier the game would be on a console as it seems as if this wasn’t the intended platform of choice as it is a button mashers dream which is very conducive to a game control but not as friendly to a keyboard and mouse combination.

 

If you can look past the frustrations of the game, there is a lot to like here. Specifically the character, the action, and the ability to play as a truly demented individual who writes his own rules and does not care what anyone else has to say.

 

In the end the game is entertaining though nothing spectacular and while it may appeal mainly to hard-core fans of the character, I cannot help but think that the game could’ve been so much more.

http://sknr.net/2013/06/28/deadpool/
  
Scoville
Scoville
2014 | Farming
Have you ever had that thought, where you were sitting, wondering, has there ever been a board game based on “x” theme? Something really obscure, that you were for sure no one has ever thought of before. I think those of us that are avid collectors have this thought often, and it can be quite amusing at times. Sometimes the thought enters our head as this grand world domination scheme where you are going to be the first person to invent this new abstract and ludicrous board game that everyone is going to buy, making you filthy rich! And other times, the thought is just one of those that exists at the very far back stretches of your brain, jusssst to see how comical a title/theme you can come up with. Well, let me welcome everyone to “Scoville” – the board game I bet you never thought existed…..well, until now that is.

“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.

Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.

While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)

While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
  
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Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games

Mar 26, 2020 (Updated Mar 26, 2020)  
Houses of Knowledge
Houses of Knowledge
2020 | Card Game, Humor
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.

Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!

Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.

When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.

Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!

Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!

So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.

If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
  
Werewolf: A Party Game for Devious People
Werewolf: A Party Game for Devious People
2018 | Party Game
Growing up, I lived on a cul-de-sac and the neighborhood was full of kids around my age. So if the weather was nice outside, chances were that we were all out together playing kickball, capture the flag, or some other fun games. In the summer however, our favorite activities were night games – ghost in the graveyard, kick the can, capture the flag (in the dark!), and werewolf. Fast forward many years into the future, and I find myself with a physical copy of Werewolf – a game that was taught to me under the starry skies of my youth. Does the game still hold its appeal for adults? Or is it a game that should stay in the past?

Disclaimer: We were provided with a copy of this game for the purposes for this review. What you see is a finalized production copy, and is what would be received in a retail copy. -L

Werewolf: A Party Game for Devious People (simply referred to as Werewolf from here on out), is a game of bluffing and deduction in which players are attempting to complete their objective, based on their secret roles. Werewolves are trying to outnumber the Villagers, and Villagers are trying to kill all the Werewolves. To setup for a game, assemble the deck of role cards. Each deck will always have 1 Moderator card, a number of Werewolf cards, and a number of Villager cards depended on the player count. For example, a 5-player game would have 1 Moderator, 1 Werewolf, and 3 Villagers. Each player is dealt one card and keeps their role a secret, except the Moderator. The game is now ready to begin.


Each round consists of a Night and Day phase, all facilitated by the Moderator. To start the Night phase, all players (except for the Moderator) will close their eyes. The Moderator prompts the Werewolf to awaken (open eyes) and silently point to a Villager to kill. The Werewolf then closes their eyes, and the Night phase ends. To start the Day phase, the Moderator will have all players open their eyes, and will reveal which player has been killed in the night. All remaining ‘living’ players now have a chance to discuss amongst themselves and try to figure out the identity of the Werewolf. Accused players have a chance to defend themselves, and may even throw the blame to other players. Once players reach a consensus, they will kill off the accused Werewolf. If the accused player was the Werewolf, then the Villagers win (in a 5-player game)! If the accused player was not the Werewolf, then a new round begins with a Night phase, and the Werewolf is one step closer to winning. The game ends when either the Villagers have killed the Werewolf, or the Werewolf equals or outnumbers the Villagers.
The above description is a generic rundown of the game. Many versions of Werewolf have additional roles/abilities to enhance the gameplay and add new elements to the strategy. This particular version of Werewolf does indeed include optional additional roles. Those roles are: Seer, Doctor, Drunk, Witch, and Alpha Werewolf. These optional roles grant players additional abilities/powers for use during play. For example, every Night phase, the Seer can silently ask the Moderator whether a single player is a Werewolf or not. That can definitely help in the Day phase when it is time to accuse people! The addition of these roles helps to enhance the strategic gameplay by offering more for players to do, rather than just blindly accuse and guess each round. Included in the tuck box are even some blank role cards for you to create your own roles/powers if you so choose.


The major downside to any version of Werewolf is that once a player has been killed off, if they were not the Werewolf, they are out of the game for good. So even if the game lasts for 20 more minutes, that player just has to sit there in silence.
Components. This particular Werewolf consists of a deck of role cards, rules, and a guide for the Moderator. The quality of the cards is nice, and they are easy to manipulate and are sturdy. The artwork is very minimalistic in this game, and it actually works pretty well since Werewolf really isn’t a component-based game. All in all, a good quality deck of cards.

Overall, this is just a normal game of Werewolf. Honestly, you don’t really even need any components to play – as long as everyone knows the rules and roles, you are good to go. Does having a deck of cards help? In some ways, yes. But it kind of just feels redundant to me, since I already knew how to play the game. If you’re wanting to introduce someone to the Werewolf-type game, this little deck of cards would be a good way to do it. Personally, this type of game appealed to me more as a child/teen, and it kind of falls flat to me now as an adult, thus my low score. I don’t see this game staying in my collection forever, but it had a decent run while it was here. Purple Phoenix Games gives it a calculated 4 / 12. If you’ve played any variation of Werewolf before, there’s really no need to check out this particular iteration.
  
WizBang!
WizBang!
2020 | Card Game
The current COVID-19 lockdown has really placed a burden on gaming with groups of 3 or more. Luckily, not all games are intended for medium or larger groups. I can sometimes game with up to 4 players but I am mostly able to game with my wife… when the kids (rarely) nap or are asleep for the night. So when I saw that WizBang! is a card dueling game for 2 players only I jumped at the chance to preview it. How did it fare for my wife and I? Keep reading.

A-la-kalhambra! A wizard’s duel has been accepted between you and your rival. Based on the whims of judges wanting displays of specific and ever-changing magic-types, you must cast a flurry of impressive spells to best your opponent. The duel will last exactly 6 rounds and the greatest spellslinger will reign supreme.

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 may be different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign launching in August, or purchase through any retailers stocking it after fulfillment. -T

WizBang! is a two-player card dueling game akin to a mashup of War and Crazy 8s. To setup, shuffle the large deck of WizBang! cards, and deal 30 to each player. Similarly, shuffle the small deck of Extra Trick Up My Sleeve cards and deal four to each player. Roll the magic die, place it on the Round 1 section of the round tracking card and the game is ready to begin!

A game of WizBang! is short, sweet, and light on rules. Perfect for that lockdown date night. The game lasts 6 rounds, and each round consists of playing five cards. First things first – roll that magic die. Yellow is Shiny magic, green is Slimy magic, and purple is Weird magic. This means that for the duration of the round, the judges only care about the values that correspond with the rolled magic type. So if Shiny is rolled, each card played (a la War) will compare Shiny values. Highest number wins both cards to the player’s VP stack.

However, Extra Trick Up My Sleeve cards can be played at any time, and can affect either yourself or your opponent. I have included some of those below. These cards do not count for VP at game end, but can certainly shake things up quite a bit during a round. In addition to these special cards, included in the WizBang deck are several Wizard cards that change the preferred magic type for the round or just for one trick. Once all six rounds have been played players count up their VP Spell cards and majority wins! If no majority: SUDDEN DEATH round.

Components. As I mentioned previously, we were provided a prototype copy of the game, but were assured that it is very close to the final version. This game is a bunch of cards and one die. The cards are nice and a little glossy, with sometimes funny art, and even better inside jokes on them. The die is nice quality and easy to interpret which magic source is being judged. All in all the components are good.

I also stated previously that this game is quick. The box says around 10-15 minutes and that’s spot on. I can see seasoned players being able to knock out a game in 5, but for the first few games we were in that 10-15 minute range. What I like about the game is that it is quick. We were needing something to fill a short timeframe, so I broke this one out, taught it to my wife, and played through once or twice before a child needed Mommy. So it definitely fits that bill.

However, the game play itself is a little lacking. Don’t get me wrong – I would play this again, and I would even use it to help teach my son (4 years old) several gaming concepts, but without using the cheat cards. It is basically a combination of War (play a card, winner takes both) and Crazy 8s/UNO (constantly changing trumps) with a wizard duel theme. I love wizards/fantasy themes in my games, so I am still somewhat drawn to this, but ultimately, if I want to play War or Crazy 8s, I might simply break out a normal deck of playing cards to do so.

The game is not at all bad. I really want to stress this. Just for gamers, it is a bit elementary. This would be great in a library’s game collection, or for educational purposes, or even simply as a quick filler game if you want a theme for your War/Crazy 8s hankerin. Need a game for younger gamers? Yes, this. Need a quick game for grandparents or in-law nongamers? This. Don’t know what to play and you’re running out of time (happens to me OFTEN)? This. If you need something like WizBang! in your collection to fill a 2-player fantasy card game hole, definitely check this one out.
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
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Haley Mathiot (9 KP) rated The Prophet in Books

Apr 27, 2018  
TP
The Prophet
10
10.0 (1 Ratings)
Book Rating
It's been a long time since I've been so excited about a book. The Prophet was thrilling in every sense of the word, and combined everything good about a novel: excitement, tension, good writing, complex plot, and twists. I'm not going to tell you a lot about the plot, because I don't want to give anything away: I didn't know a lot going in, and I'm glad, because I may not have picked it up. In fact I almost stopped listening after the first chapter because it felt a little distant… but I'm so glad now that I stuck with it. By the third track I was hooked, and it was all I could think about for days! This is an audiobook I will definitely recommend to people, and absolutely re-listen to.

I loved the ending. I loved the tension. I loved how it all transpired. Even though the ending wasn't perfect, it was right, and it made me do a little happy dance at the end. On top of that, the reader was great. Listening to The Prophet was an all around excellent experience.

Here's the one thing I think might deter people from really getting into The Prophet: There's a lot of football talk. I am not a football fan. Not at all. I don't care for it, I don't understand it, it doesn't matter to me. Suffice to say by the end of the book, not only did I understand a little more (though not all) of what was being said about the games, but I was excited by it. It wasn't written so you had NO clue what was going on, just not a HUGE clue what was going on.

Rating: 5

Content/Recommendation: Some language, violence, graphic imagery. Sexual reference but no erotic scenes. Ages 18+
  
Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Visually stunning (1 more)
Definite improvements over the book (more accessible references)
Some of the CGI was a little needlessly show-offy (0 more)
Decent story, improvements over the book
I personally found this an improvement over the book. The John Hughes film references have been totally toned down and replaced by much better known references, and the D&D and ancient video game references have been almost totally removed. For me this was an improvement but that is because I had no connection to those games/films/D&D from the book. I'm not sure if this was to make the film more accessible or to simply make it a better film (I don't fancy watching geeks acting out Monty Python sketches).
Some major changes to characters irked me a little though - I-R0k goes from being an annoying wannabe fan-boy to a mercenary (albeit played brilliantly by TJ Miller) and Aech is much less Halliday-obsessed than in the book (where he trades obscure facts back and forth with Parzival) and hasn't even seen the Shining.
The puzzle solving aspects mirrored the book - it starts off being everything and over time, the solving of the riddles becomes a minor plot point that is just mentioned rather than any exposition. And similarly to the book, there are red herrings, however clumsy and unintentional - Parzival only gets the quarter because of following the wrong lead, the same as in the book (which annoyed me then too).
The scene in the nightclub was a total waste of time and effort, though the CGI was incredible (but then that was the only point of the scene).
I am glad the 80s references were toned down quite a lot otherwise it would have been incredibly annoying. Similarly, the tasks and missions were made much more movie-friendly.
All in all, a very good film
  
PL
Patti's Luck (Sleepover Friends, #1)
8
8.0 (1 Ratings)
Book Rating
My rating is based on how much I would have liked this as a ten-year-old. For some reason, I never read any books in the Sleepover Friends' series, even though it's a kind of a cousin-once-removed to the Baby-Sitter's Club series. So when I saw this and another one at a recent library book sale, I figured, why not?

This book has a little of everything most girls like: sleepovers (duh), junk food and baking, talk of boys, games, makeovers with purple hair gel, movies, the paranormal, school fairs, field trips, new friends, and who knows what I've forgotten! Plus, a moment when Stephanie's father cross-dresses as fortune teller at the school fair. That gave me some thoughts about secrets in that family. Maybe that's why they moved from "The City." There's some moments of suspended belief, the biggest is when Patti and Lauren chase after a car (homework was put on the bumper and apparently it stuck real good :P), Lauren (the narrator) loses track of Patti, gets back to school and tells their teacher that Patti's lost. The teacher, being told of a new student unaware of the area being lost, says not to worry(!), that someone will point her back to the school. What?! All I'm thinking is good thing this isn't the real world! Abduction, anybody? There's also a lot of baking these fifth-graders do, they talk surprisingly well, probably better than I do, and have heaps of common sense, but hey, it's a harmless kids' book that I would have gobbled up when I was that age. Overall, it's a cute book that I think even girls today would enjoy.