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Gareth von Kallenbach (980 KP) rated the PC version of Shadow Warrior in Video Games

Jun 19, 2019  
Shadow Warrior
Shadow Warrior
Shooter
Back in 1997 the success of 3-D shooters such as Doom, Quake, and Duke Nukem 3D gave rise to a flood of 3-D shooter games and helped usher in the early days of online gaming. I fondly remember playing Shadow Warrior as I loved the mix of humor, action, and new technological advances that made it such an enjoyable gameplay experience.

Sadly the game never quite reached the status it deserves in part due to the rising political correctness movement and early days the Internet that allowed people to voice their displeasure with what they perceived as negative and inaccurate Asian stereotypes in the game.
Despite never being the breakout hit it deserved, the game spawned two expansions as well as a couple of novels and remained a fond memory for many of those who played it.

Devolver Digital has picked up the Katana and has brought back Lo Wang for an all-new adventure and a highly effective reboot of the franchise.

Playing as Lo Wang, a courier and muscle for a wealthy Japanese industrialist named Zilla, the game opens with the player being tasked to purchase a valuable sword. Things do not go as planned as Wang soon finds himself battling henchmen and surprisingly demons and effort to escape with his skin intact.

Thanks to the assistance of a demon named Hoji, Wang learns that his bosses attempting to obtain and combine reports to an extremely powerful and ancient sword that will give him dominion over the land. The only problem is that Zilla is in league with several demonic forces and does not care about the fact that said demons are in our world and laying waste to all those they encounter.
Armed with his trusty Katana, and in time, a pistol, shotgun, flame thrower, rocket launcher, machine gun, and other weapons, Wang is up for the task of recovering the sword and endhing the rein of the demons.

The game is spread out over 17 levels and contains a very nice mix of enemies. Some of the battles are extremely difficult and without being able to change difficulty setting mid-level, expect to find yourself cursing sometimes at the never-ending waves of enemies that come at you. Do not forget that the folks behind this reboot brought us Serious Sam so enemies coming at you in increasingly difficult and not ending waves are par for the course.

Fortunately Wang can obtain not only upgrades to his weapons but to himself as well as he is able to learn various powers of an offensive and defensive nature. Being able to heal yourself mid battle is a huge plus when health packs are not available, as is the ability to steal health from a defeated enemy or to simply turn the world on and by unleashing a snare trap and picking them off at your leisure.
There were times when thanks to the extremely long levels that some of the enemies felt a bit repetitive and more annoying than challenging. I should’ve known better as there were soon battles with some bosses and other precarious situations ahead.

The game allows you a decent amount of exploration as the detail level of the maps is quite amazing. Ranging from office complexes, a castle, the Shadow Realm, shipping docks, and so much more the true beauty of the game is always enjoyable to behold.

The game shines graphically as there is a great mix of lighting and particle effects as well as plenty of flames and explosions throughout. I have to admit that I took great delight in slicing an unfortunate opponent into several pieces and watching said pieces littered ground around me.

The variety of enemies is good and I especially enjoyed one of the later game powers of being able to take a demons had that I had severed and using it to unleash a death ray upon any of those who challenge me.

There is some great sound effects in the game and although not offensive, Wang has not lost his traditional sense of humor as he has several witty lines throughout the game and still asks those he encounters “who wants some Wang” before heading into battle.
The developer is also clearly paid attention to the original game as there are several Easter eggs throughout which are nods to the original game include in hidden areas with the graphical look of the old game. There were also some enjoyable returns such as Wang’s sticky bombs which now are available as an upgrade to the crossbow weapon rather than being a grenade that clung to enemies and could be remotely detonated.

While the game does not offer a multiplayer mode, it does offer plenty of gameplay due to the 17 long levels in the game and some real challenge from some of the bigger battles. The developers of told me that if there is a demand for it and if the game is popular enough, they would not rule out adding a multi-play component at sometime in the future.
I also want to pass along huge kudos to the developers for not relying solely on a checkpoint save system. The game does allow players to save at various points in game which is huge due to the difficulty of some of the battles as I can only imagine the level of frustration if certain segments of the game have to be played checkpoint checkpoint.

For now, Shadow Warrior is a shining example of how a 3-D shooter should be made rather than a nostalgic re-polish of an era since passed. The gameplay is sharp and fresh as our the story and characters making the game one of my most pleasant surprises of the year and one that I hope we will be seeing more of in the near future.

http://sknr.net/2013/10/08/shadow-warrior/
  
Warcross
Warcross
Marie Lu | 2017 | Fiction & Poetry
7
8.3 (17 Ratings)
Book Rating
Decent characters (2 more)
Plot
Pacing
YA formula (2 more)
Predictable
Not enough of the game
YA VR fun
I really enjoyed this book, as VR stories are some of my favorite types and rarely done well. This one was done well enough but suffered the large YA pitfall of there would be no story had people actually communicated with each other.
       The story follows Emika, a scrappy teen living in the slums of (I think New York). As YA books tend to do, she is a normal, poor, orphan girl, who happens to be able to afford to dye her hair rainbow, and oh, I forgot to mention, very good at hacking. The world is fully submerged into the Nuerolink, which are AR/VR glasses almost everyone has, that handle the internet, gaming worlds, infrastructure etc etc. The most popular aspect is a game on the Nuerolink called Warcross, a rather simple Team vs Team capture the flag with power-ups and battling. Football move over, Warcross is where it's at. Because the nuerolink is so ingrained into society, a seedy underbelly of gambling and dark web has cropped up, and Emika makes her pennies as a bounty hunter for people who gamble in Warcross games. On the eve of the Opening of the biggest Warcross Tournament of the year (which takes up like... 6 months of the year...) Emika is being threatened with eviction, failed to get a bounty that would have fixed her situation. So as far as YA tropes go we can check off "ordinary, but special girl of poor circumstances".
     Emika and her roommate, even though they are facing a looming eviction, log into the neurolink to experience the opening day ceremony. This is where Lu really introduces the ability of the nuerolink and where we can underline the "special" aspect of our tropey lead, as she somehow hacks herself into the opening game ceremony, revealing herself to the world. This is probably a good place to point out that hacking in this book is pretty much just Emika saying "I hacked into this thing" and little more than that. She runs a program here and there, that always does what she wants. Honestly as the story progresses I forget that she hacks, but the book doesn't let you forget that she's "super good at it".
   Now fearing more than just eviction, but fearing for her freedom as she just did something very illegal, Emika is surprised when her world is turned upside down and she's spirited away by the Nuerolink creator to Tokyo. The creator being hot boy Hideo, whom she has been just ever so obsessed with since she was a kid, and much to her fantasies, he thinks she is special and needs her hacker expertise to track down someone that's been messing with the code in the game. BUT she needs to do it from within the game. So now she's going to be in the big game of the year as a player, a spy, and a hacker. Somehow juggling the investigation and playing a game professionally that she's the only kind of dabbled in (as far as we know, YA spoiler alert, she's super good at it).
    I know I sound snarky, and like I didn't like the book, but I did. once you just accept the YA formula and that this book will be full of it, you can just lean back an enjoy the ride. Emika finds herself in a deep plot that involves other players, the dark web, and the ghosts of Hideo's past. Of course because YA Hideo is just smitten with Emika from the get go. She's great at the game, everyone acknowledges how special she is, but the big YA factor I struggled with over looking was the utter lack of communication. This whole book could've ended in a few chapters had the characters just communicated with each other. But there was always some kind of personal justification for why they couldn't just talk to each other.
   I found the game world to be well thought out and interesting, just unfortunately it didn't get nearly as much page time as I'd like. I get that the story is about the scheme around the game, and not the game, but Lu introduced her as a player so I wanted more. I wanted more intereaction with her teammates, more development. She never felt like she was part of the group to me, which made it harder to believe in the second book when they all go out of their way to help her. The romance with Hideo was heavy-handed but cute, so I didn't mind it. But I kept finding myself wanting more gameplay. It's called Warcross for goodness sake.
   One thing I have to commend Lu on is that it has a decent number of legitimate twists. Twists that made me actually gasp once or twice. That kept me intrigued and made me read it in a day. But unfortunately, while a fun little romp, the story's reliance on bad communication and YA tropes to advance the plot made the book lack a soul that really could take the story to the next level. I didn't care too much about anyone. I just wanted answers more than anything. But instead, we get a mysterious bad guy being cryptic, even though if he wasn't cryptic we could have avoided a lot and Emika always winning cause she's special. Though most of the information she gets is freely given to her and had nothing to do with her skills as a hacker.
  When my boyfriend asked me if I liked it, I shrugged and said "yea it was fun, can we go get the second book". But I didn't have the overwhelming desire to tell him the plot or anything else as I do with books that truly resonate with me. To be fair when I did attempt to describe it the soap opera YA aspect seemed glaring and he just rolled his eyes.
  Absolutely worth a read, especially if you enjoy this genre. But just don't go in expecting it to be special, it follows the YA formula to a T.
  
Castle Dice
Castle Dice
2013 | Dice Game, Medieval
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?


Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!

Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.


Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.

I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.

Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
  
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Mothergamer (1546 KP) rated the PlayStation 3 version of Catherine in Video Games

Apr 3, 2019  
Catherine
Catherine
Action/Adventure
First of all, let me say that while I know a lot of you love Atlus games as much as I do, Catherine is not a typical video game. In fact, it is a sliding block puzzle game with a great story woven in. If you're not big on puzzle games, Catherine may not be the video game for you. However, if you genuinely enjoy challenging puzzles and are a puzzle game addict like myself, Catherine definitely gives you your money's worth.

 Catherine is much more than a puzzle game however. The story is definitely what brings everything together. It addresses adult situations, things that people go through or suffer such as, fear of commitment, infidelity, and about how some people are childish and won't take responsibility for their actions. It's a unique title and simply an adult video game because it involves adult situations and the issues we have as we get older.
 The story centers around Vincent Brooks who has a girlfriend by the name of Katherine. They're both in their early thirties and Katherine's biological clock is ticking which she hints at to him by telling him her mother has asked where the relationship is going. Vincent isn't sure he's ready for that level of commitment yet and says as much to his buddies he hangs out with at the local bar.
 One night while hanging out at the bar mulling over a sliding block nightmare he had the night before, he runs into a beautiful blonde bombshell by the name of Catherine. Apparently after blacking out, he wakes up after another nightmare to find that she has spent the night. Of course, Vincent freaks out completely. Now, Vincent has to make a choice between lust and love, have good times with Catherine or finally make a commitment to Katherine.
 Vincent's nightmares continue and even worse, people actually seem to be dying in them.Healthy men in their twenties and thirties are found dead in their beds and there seems to be no reason for it. A rumor goes around that it is a woman cursing all these men for being unfaithful. Is the rumor true? Vincent has to find out, climbing for his life one nightmare at a time.

Vincent Brooks In His Nightmare

 Vincent's nightmares are the heart and soul of the puzzle sections. Every night, he wakes up surrounded by sheep, with horns growing out of his head and a voice taunting him to come up. There are items along the way that help you with the puzzles, but many obstacles as well involving sheep that are trying to climb also as the world crumbles behind them. You have a reason to climb, survival and the inner demons Vincent is struggling with. If you don't climb, you die. One example of this is, there's a giant monster version of Vincent's girlfriend Katherine, trying to grab him and smash the heck out of him. If Vincent's not quick enough to climb all those blocks to the top, he will surely die.
 Every night, there's a different puzzle with each nightmare and depending on how quickly you get to the top and how many points you get, you can win gold, silver, or bronze trophies. The complexity of the puzzles is very interesting and the story is well written and captures your attention perfectly. It sounds silly, but you actually feel a sense of accomplishment when you have figured out a rather difficult puzzle.




Solve The Puzzle Or Die Trying







 This brings up the next point. Some of the puzzles in Catherine will make you want to punch every living thing in your path. The difficulty level is excruciatingly high on a variety of them. There's no shame in playing a game on the Easy level. I know I will try a game on Easy first, to get a feel for the controls, to see how well the game plays, and to have a chance to genuinely enjoy the story that is being told. Then I will play again working on all the achievements and trophies, and improving my game scores. This is what I did with Catherine and some of those puzzles made me want to punch whoever designed it right in the face. A challenge is all well and good and definitely in a puzzle game, but when the game is on the Easy setting and it's still making you weep bitter tears of defeat, that is a big problem. Don't believe me? Apparently the difficulty level was such a destroyer of worlds, that the Japanese gamers complained about it. Frankly, that said quite a lot to me about how high Atlus raised the bar on these puzzles. The complaints were so many, that Atlus promised to put a patch in that would make the game much less difficult on Easy. I do understand their reasoning that they wanted the game to be challenging, so that players could reap huge rewards when they solved a puzzle, but the Easy setting in a game should be just that, easy and not throw people into the deep end with a sink or swim attitude. That's what the Hard and Nightmare settings are for.
 However, there is hope! There is a secret trick to get to a Very Easy mode. It's a secret that Atlus put in to make the game a cake walk for players. When you access the main menu of the game, highlight Golden Playhouse and hold the back or select button for a few seconds. The screen will flash with a prompt telling you Very Easy mode has been activated. From there, the puzzles are much easier, and you can actually enjoy the story without those resentful feelings and frustration. It is a nice touch, and I give kudos to Atlus for caring enough about fans of their games to put it in there, because they do want people to enjoy the game.
 Overalll, the game is great. The story is well thought out and acted out well with a great voice cast. There are also interesting characters that Vincent meets in the bar and can talk to, even help them with their issues. There is also a fun mini game in Catherine, called Rapunzel that is a sliding block puzzle game also that gives you pretty good rewards when you beat all the levels, along with opportunities to unlock music from various Atlus games and the Catherine game to play on the jukebox in the bar.
 I have always loved the artwork in Atlus video games and Catherine is no exception. Right down to the animated short cut scenes, everything is colorful, seamless, and you really appreciate how everything ties together. The music, the voice cast, and the game play all mesh into a fantastic video game. Catherine is definitely a game worth having in any gaming enthusiast's collection and absolutely worth playing more than once.
  
Cosmic Run: Regeneration
Cosmic Run: Regeneration
2018 | Dice Game, Racing, Space
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!

Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.

I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.

The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.

That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.

Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!

https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
  
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Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games

Jan 8, 2020 (Updated Jan 8, 2020)  
Jetpack Joyride
Jetpack Joyride
2019 | Puzzle, Racing, Real-time, Video Game Theme
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?

Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!

Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.

Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.

Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
  
A Battle of Onin
A Battle of Onin
2021 | Ancient, Card Game
I am a big fan of Asian culture and board game theming. Now, I am not at all versed in Anime, nor am I an aficionado. I just enjoy Asian people, history, cultures, food, and board game themes. That said, when I learned of A Battle for Onin I knew I wanted to take a look at it, being as it was touted as familiar mechanics with an Asian theme. So how does it play?

A Battle for Onin is a trick-taking card game where players will be using Shoguns, Ninjas, Samurai, and Monks as suits and each suit will have differing levels of hierarchy. The first player to earn 35 total influence (VP) will claim victory.

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 shuffle the deck of cards and deal each player 13 cards. The dealer then flips the top card of the deck and becomes the Ruling Class (trump) for the hand. The game is now setup and ready to begin!\
After the Ruling Class has been revealed, the player left of the dealer will make a bid for how many Conscriptions (tricks) they believe they will take in the round, with a minimum bid of 3 tricks for all players. Each other player will do the same until the leading player’s turn comes back around. That player then proceeds to play cards from hand in attempt to win tricks. Like in most trick-taking games player will need to follow the suit that was led (or flipped at the beginning of the round). A twist here is that trump may not be led until it has been used to win a trick previously within the round.

As mentioned earlier, each suit has a hierarchy of power, where Bronze is the lowest in power increasing to Silver, then to Gold, and finally to Jade. Within these divisions are yet three more classifications of power: one sphere (lowest) to three spheres (most powerful). In addition still is one card from each suit whose background is orange in color and features one large sphere. These are the Legendary cards, and the most powerful of each suit. Legendary cards may be used as the highest-ranking card in their suit, or as a Ruling Class card. When played as Ruling Class (trump) the hierarchy of Legendary cards are as follows: Monk (lowest), Samurai, Ninja, Shogun (most powerful).

Play continues with players using their cards to win Conscriptions (tricks) and meet their bid. Should a player meet their bid exactly then they score Influence (VP) for their tricks won. Should a player win more tricks than bid earlier, they still score Influence for the tricks won, but those tricks in excess of the bid amount are scored also as Corruption. When a player meets seven Corruption they immediately lose 10 Influence and the Corruption counter resets for that player. If, by chance, a player does not meet the mandatory bid of three tricks, their Influence is lowered by one point. However, should a player bid higher than the minimum of three but not meet that bid their score will be reduced by the amount of the bid for the round (example: a player bids seven tricks but earns only five. They reduce their Influence by seven points – ouch).


Once scores are tallied at the end of each round, a winner may be announced if they score at least 35 points. If no winner is crowned this round, a new dealer is assumed and another round setup as at the start of the game.
Components. Again, this is a prototype copy of the game and this copy is actually hand-made by the good people at Guise Gaming. Each card in this copy is laminated and the game box is HAND PAINTED. I have never received a hand painted box before, and it is certainly appreciated. So aside from the non-manufactured components, the art is quite good on the cards. I know some players will have issues with the backgrounds seeming plain, but I quite appreciate it so that I can concentrate on the game and not be overly distracted by what may be happening in the backgrounds.

Gameplay is good, if not a bit confusing at first. With four different suits containing essentially the standard 13 cards per suit it should be an easy no-brainer to keep things squared away. However, I found that having the rule booklet open to the page detailing the hierarchy of sphere color/material was very handy for other players. The Legendary cards are easy to distinguish because they look cool and different from all the other cards. I really know nothing about any Asian language, so the characters (or letters/words) depicted on the cards are of no help to me trying to distinguish power levels.

That said, when contacted by the publisher about A Battle of Onin, they mentioned that other people were calling it a theming of Spades. While I can understand this simplification, what I have yet to mention is that the game also comes with a bevvy of optional scoring rules and a welcoming message to include any sort of house rules deemed enjoyable. Spades does not do that, to my knowledge. While the vanilla gameplay is very similar to Spades, A Battle of Onin using any of these optional scoring modes certainly adds layers of complexity that may be daunting to use at first, but may attract more hardcore gamers.

All in all I am so glad I was able to try A Battle of Onin. Once the suits and power levels are learned, the game is quite snappy and enjoyable. The art is beautiful, and I applaud the use of orange background for the Legendary cards. If you are looking for a different spin on Spades I urge you to take a look at A Battle of Onin. It might surprise you with the varying levels of difficulty found within the optional scoring rules, and a bit more intrigue than the classic game upon which it is based. Personally, my D&D Monk might argue that he is far superior to any Shogun, but also he just kicked in a door that contained a room full of vampires. So there’s that.
  
Exit: The Game – The Polar Station
Exit: The Game – The Polar Station
2017 | Deduction, Puzzle, Real-time
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!

Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.

In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.

To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.

Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!


When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.

Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.

The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
  
Voltage
Voltage
2006 | Card Game
One thing that I truly love about the board gaming hobby is the ability to discover new games at nearly every turn. Just when I think I’ve seen it all, I come across a post on BGG or a social media game group that blows my mind. Either with unique gameplay, or sweet components, I’m always in awe at how many games are new to me every day. Enter Voltage. I came across this game at The Table when I visited Travis in Tennessee this summer. This game has apparently been around since 2006, but I never came across it until 2021. The box was unassuming on the shelf, but the gameplay seemed interesting. Added bonus: it’s a 2-player game that doesn’t take forever to play, which was perfect for a quick game night out. So I guess I am very late to the Voltage party, but as you can tell from my rating above, I think it’s a pretty stellar game. Keep reading to find out why!

Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.

Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.

On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.


The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.


To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.

After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.