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Purple Phoenix Games (2266 KP) rated Rucksack in Tabletop Games

Jul 20, 2020 (Updated Jul 20, 2020)  
Rucksack
Rucksack
2020 | Party Game
Why does this always happen to you? Here you are, minding your own business when you are thrown into some strange scenario and are caught with only five ridiculous items on you. You have to survive… but how?

Rucksack is a card drafting storytelling and voting game for 4-8 players. Each player will be drafting a hand of five item cards in order to create the greatest survival story satisfying the active scenario.

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, as there are just too many. You are invited to back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

To setup, give each player a voting sheet and pencil. Shuffle the scenario cards into a draw deck. Shuffle the item cards into a draw deck. Flip over the top scenario card and the game is ready to be played.

The game is played over three rounds and each round is played in two halves. During the first half of the game players will be drawing one card from the item deck and deciding whether to keep or discard it. If kept, the next player will do the same. If discarded, the player will add the card to the face-up discard pile and MUST keep the next card drawn. The next player may then choose the topmost card of the discard pile or draw from the item card draw stack. This continues until all players have five cards in hand and the game then transitions into the second phase – storytelling.

Using the drafted five cards each player will explain how they would survive the active scenario, and this is the crux of the game. How would someone use tweezers, a towel, a stun grenade, binoculars, and a wine glass to last 40 days on an island full of hostile inhabitants? Well this may be exactly what you are presented with while playing Rucksack. Each player will give their ideas and pitch them to the group. Once all players have made their cases, each player will mark on their voting sheet who created the best plan to combat the scenario. After three rounds the votes are tallied and the winner is crowned! Well, not with a real crown. Unless you want. But those are sold separately.

Components. Again, we were provided a prototype copy of this game, so all comments on components should be taken with that in mind. In fact, some cards came without art or flavor text on them. This in no way detracted from our plays. The components here are a bunch of cards, a pack of golf pencils, and a pad of voting sheets. The pencils and voting sheets are fine. The cards, though not final quality and missing many art pieces, are also fine. The art style on this game is interesting and I like it. Rucksack could be played with no art and I would feel the same way about it. So in summation, the components here are good.

This is another game that I thought would be a dud upon reading the rules and knowing the people I am able to play games with currently. However, once we started playing a whole new side of these people came forth to weave these intricate stories of how someone would use marbles to help them be rescued from an uninhabited island. I found myself also prodding the creative part of my brain (that I don’t use much anymore). It has been a surprise for me that I like this one so well. I’m not usually into storytelling games, but using these item cards to help guide the final answers prove to add such a unique facet to what could have been such a disaster for our group. I am proud to have this game in my collection to scratch a very different itch that I never thought I had.

Should you be in the market for a good and light storytelling game to get the creative juices flowing and the hilarity of others’ answers out, then do consider backing or purchasing Rucksack. You will enjoy it immensely and think about it even after you’ve played. That is the sign of a great game to me.
  
Our Little Racket: A Novel
Our Little Racket: A Novel
Angelica Baker | 2017 | Fiction & Poetry
6
6.0 (1 Ratings)
Book Rating
The idyllic community of Greenwich, Connecticut is shaken when the investment bank, Weiss & Partners, fails. Its CEO, Bob D'Amico--a man known throughout the banking community for his loyalty to his employees--is at the center of the storm: did Bob know this was coming? And even worse, did things fall apart due to criminal actions on his part? Meanwhile, Bob's teenage daughter, Madison, struggles to understand what this all means, both for her father and her family. She gets little help from her mother, Isabel, who offers Madison no comfort during this crazy time. Madison's nanny, Lily, is busy caring for her younger twin brothers. Isabel's best friend, Mina, wants to help, but is still too afraid of offending Isabel: a pillar of the Greenwich scene. And Madison and her best friend, Amanda, seem to be drifting further apart every day. Madison and her family are under intense scrutiny, yet she's still just a girl trying to navigate being a teen. She's sure her father didn't do anything wrong; right?

I had a tough time with this book. There were several points where I considered setting it down for others in my always growing "to be read" pile, but I soldiered on. <i>I can't say I really enjoyed it, though I did find parts of it interesting.</i> It's clearly influenced by the Madoff scandal, which is referenced in the novel, and there is a lot of financial lingo in the book, even if it's really a story of a troubled family at its core.

The problem is that so few of the characters are really engaging, and the story seems to drag on endlessly at points. It's a peek in the world of the truly wealthy (think household servants, golf courses at their homes, multiple residences, hired cars, etc.), but I found myself unable to care for most of the characters. None of them are very nice to each other, and Bob and Isabel come across as neglectful and awful parents for the majority of the story. Even worse is the gaggle of Greenwich women, who gossip about the situation, feel like they are unable to continue to purchase expensive clothing and wares after Bob's "situation," and generally just annoy you with their harping. They don't understand anything about what their husbands do, but they run their households (well, they delegate it all) and fear that their carefully polished way of life is in jeopardy. You understand that this is a serious event for them, but you don't really care. Was I supposed to feel sorry for them? The novel is confusing at times in this facet. Perhaps I missed a great point somewhere: is it profound or just pretentious? Hard to tell.

The one thing that kept me reading was Madison. While she could be hateful at times, the story of her coming of age in a very strange environment, with a spotlight shining on her, was the most interesting part of the novel. Her dynamic with her father, whom she clearly adored, and her cold, distant mother, was far more fleshed out than any of the other characters. You could see her struggling to find her place in the world: she was just doing it under the watchful eye of the community (and a security detail hired to keep the press away from her family). Baker deftly portrays Madison's heartbreaking forays in romance, as well as some great scenes in which the teen shows off some spunk that will have you rooting for her. I couldn't help but want to give her a hug: even though I could see that her mother was a complicated individual, her parents were pretty awful, and poor Madison was forced to confront that in some terrible ways.

Still, despite Madison's story, most of this book fell flat for me. The epilogue was interesting and tied up some loose ends, but it ended things very abruptly as well. So much of the novel was about how Greenwich was nothing but smoke and mirrors: nothing was real in this world. Yet, I would have enjoyed some characters who felt more human, whom I could relate to in some way, whom I wanted to care for and to see come out of this "crisis" intact. Rating a 3-star due to Madison and the intricate story, but probably more of a 2.5-star on the overall enjoyment level scale for me.

I received a copy of this novel from the publisher and Edelweiss (thank you!) in return for an unbiased review; it is available everywhere as of 06/20/2017.

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Cartographers: A Roll Player Tale
Cartographers: A Roll Player Tale
2019 | Fantasy, Territory Building
I have often wondered how cartography actually works. How was it that people with primitive tools were able to grasp the lay of the land and sea? And are we complete in our mapping of Earth or are there more secrets we have yet to discover? Thankfully, in Cartographers we aren’t really answering those questions, but other practical questions may arise.


Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!

Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.

Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.

Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.

Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.

After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.


Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.

I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.

We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.

If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.