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The Bloody Inn
The Bloody Inn
2015 | Adult, Economic, Horror
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…

The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).


To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.

After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.

A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.

If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.

Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.


Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!

I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.

Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.

I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
  
American Gods
American Gods
Neil Gaiman | 2005 | Fiction & Poetry, Science Fiction/Fantasy
I have only ever read one other adult book ( I don't count Coraline) by Gaiman, which was vastly different from this book in both style and mood - Stardust. A friend recommended I read this book many years ago since I like mythology. I found this book really had not much to do with mythology in the classic sense. Instead the characters that were pulled from mythology, such as Odin, Anansi, Horus, Bast, and Ganesha, among others, behaved like has-been D-list celebrities that struggle to survive in a country that is repeatedly described as "...a bad land for gods." The powers they rarely put on display were minimal and amounted to the same kind of "magic" as a skilled pick-pocket, con-artist, or amateur magician. The few times any real power is observed is once during the sexual scene of a re-invented Queen of Sheba (I'll spare you the R-rated details) and when the gods travel "behind the scenes," a state of existence that only the gods can enter.
While the names of classical mythology fit into the category of the Old Gods, there are New Gods that have taken root in America, born from cultural obsessions that have evolved and devolved over the years, such as railroads - a man dressed as a railroad conductor, television - a voice talking through Lucille Ball on a rerun of I Love Lucy, vehicles - stocky men that seemed to resemble vehicles themselves, and internet - a short, nerdy, nervous kid, among other American fixations and stereotypes.
In addition, one of the scenic devices used throughout the plot is what Gaiman's characters describe as places of power - side-of-the-road dives that road-trippers visit for no apparent reason, such as a place boasting the largest doll collection in America or the biggest wheel of cheese. And no, Disneyworld is not one of them.
One of the things I found interesting about this Gaiman-born world is that the Old Gods only exist in the New World when regular people travel from other countries and bring their memories and practices with them, even when they don't intend to stay themselves. The gods are "born" from these average people, and even though they can be killed by others, they don't die otherwise, but instead alternately starve or thrive based on the behavior of the people who live and die in the New World. They all have counterpart manifestations of themselves in the countries they are pulled from, but one's existence does not affect the other - though they do seem to be aware of each other.
All of this is merely the background of the main plot, which centers around the activities and travels of a seemingly mortal man with a single name, Shadow. I never did "get" the one-name thing, but whatever. Through Shadow's narration, the reader learns of an impending storm - a battle between the Old Gods and New Gods, the former fighting for survival and the latter fighting for dominance. Shadow works for a mysterious "Mr. Wednesday" and is randomly haunted by his dead wife, Laura, but otherwise seems to have little drive of his own for most of the book. In fitting irony, he has his own brand of "magic" - an obsession for coin tricks to pass the time from his days spent in prison - which I could never really follow the descriptions of.
To be completely honest, I truly did enjoy this book, though I am struggling to say exactly why. Perhaps I was fascinated by the "shadowy" way that Gaiman told the story, or how he developed this over-the-hill world of gods and goddesses that better resembled America's middle and poor classes' struggles for survival, money, and influence. Some of the personal touches that Shadow's character added to the plot made him at times surprisingly endearing. In addition, the way that Shadow seemed to address the reader at the very end of the book was so satisfying that I laughed out loud and had to read it again several times. Something about that just brought the book to life for me and help me to fully appreciate the versatile style of Gaiman. This is one of those books you don't have to fully understand to fully appreciate.
  
Among the Stars
Among the Stars
2012 | Card Game, City Building, Science Fiction
If there is a mechanic that we at Purple Phoenix Games seem to really love, it is card drafting. One such game that has been a big hit for us (well, at least for 3 of us….) is 7 Wonders. Draft a card, pass the rest to your neighbor, draft another card from those received from your other neighbor, and repeat. Set in the Ancient World, you are working to build the most wondrous city. But Laura, why all the 7 Wonders talk in this review? Well, because Among the Stars gives me major 7 Wonders vibes, but IN SPACE. Keep reading to see what I mean.

Disclaimer: Among the Stars can be played in two different modes – Aggressive and Non-Aggressive. This review covers the core game Non-Aggressive mode of play. -L

Among the Stars is a game of card drafting and tile placement in which players take on the roles of different alien races attempting to build the most efficient space station over the span of 4 years (rounds). After the 4th and final round, players calculate their final scores, and the player with the highest score is the winner! To setup for a game, assemble the Location deck as described in the rules. Each player takes a Main Reactor card and score marker in their chosen color. Score markers are placed at zero on the score board, and players put their Main Reactor card face-up in front of them, along with 2 Energy Cubes. Players choose, or are randomly given, a Race Tile with a special Racial Ability to be used throughout the game. Randomly draw the requisite number of Objective cards and put them face-up near the score board. The game is now ready to begin!

Over the course of 4 rounds, players will be drafting cards and playing them into their Space Station. At the start of each round, every player collects 10 Credits (game currency), and draws a hand of 6 Location cards. Every turn, players will select one card from their hand, place it face-down in front of them, and will pass the remaining cards in their hand to the next player (in either clockwise or counter-clockwise direction, depending on the round). Players will then simultaneously reveal their chosen card and perform one of three actions: Build a Location, Build Power Reactor, or Discard and gain 3 Credits. To Build a Location, you pay its listed cost in Credits and/or Energy and add it to your Space Station. Locations must be placed orthogonally adjacent to an existing Location. When you build a Location, you immediately gain the listed number of VP (tracked on the score board), and may use its ability. Some abilities are immediate and earn you extra VP now, while some are delayed and will be counted at the end of the game. To Build a Power Reactor, you will first discard your selected card for the turn. Pay the 1 Credit cost of a Power Reactor and place it into your Space Station, along with 2 Energy Cubes. Every round, you get 10 Credits, but Energy Cubes do not replenish unless you build more Power Reactors, so keep an eye on your resources! The last possible action is to Discard and gain 3 Credits, and is pretty self-explanatory.


Players continue taking turns (drafting cards, passing cards, and playing cards) until they are left with no cards in hand. The round is now over. Move the round marker to the next space, and begin a new round by drawing another hand of 6 cards. After the 4th round of play, the game ends and final VP are scored. Victory Points have been earned throughout the game, but now any delayed abilities are triggered and scored, Objective points are added, and players gain points for Power Reactors and remaining Credits. The player with the highest score is the winner!
See what I mean about being 7 Wonders in space? The overall gameplay is pretty much the same thing – draft a card, pass cards, play the card – even though thematically they’re on opposite ends of time. That familiarity and simplicity of the gameplay definitely added to my enjoyment of the game. And when I say ‘simplicity’ of gameplay, I do not mean that it is an easy game necessarily. It still requires a decent amount of strategy! Not only do you have to decide what card to draft for maximum benefit, but you also need to figure out exactly where to put it in your Space Station too. Some Locations may give you extra VP for being adjacent to certain other Locations, or they may even earn more VP for distance between two Locations. You’ve got to be thinking in advance, but also able to adapt on the fly. Do you draft a card that you don’t necessarily want because you can see your opponent needs it? Or do you keep your head down and try to fly under the radar? The strategy and mechanics work very well together in creating an engaging and entertaining game.


Components. This game basically just consists of cards, a score board, and some tokens. So even though it’s nothing too fancy or anything, they’re still pretty decent quality! The artwork is thematic and fun to look at, and the layout of the cards is easy to understand. The cards are square, so that makes for some interesting shuffling, but the square shape really lends itself well to the tile-laying aspect of the gameplay. So all in all, good production quality. Just be warned – as the game progresses, it turns into quite a table hog, since you are constantly adding cards to your Space Station. Not a knock on the game, just a heads up so you give yourself plenty of room!
Will Among the Stars replace 7 Wonders for me? Ultimately, no. Don’t get me wrong, it’s still a great game, but 7 Wonders just offers a little more strategy that bumps it to a higher level than Among the Stars. To introduce players to these mechanics and gameplay style, I would use Among the Stars because it is a little ‘lighter’ than 7 Wonders, if you ask me. If you are a fan of 7 Wonders and are interested in a more futuristic theme, I would definitely recommend checking out Among the Stars. It’s a neat game that has been hiding on my game shelf without the playtime it deserves. Purple Phoenix Games gives this one a stellar 15 / 18.
  
Star Wars: Episode VIII - The Last Jedi (2017)
Star Wars: Episode VIII - The Last Jedi (2017)
2017 | Action, Sci-Fi
The Galaxy like you've never seen it before
Crafting sequels is never easy, but creating a fitting sequel to 2015’s biggest movie and one of the world’s biggest franchises is no easy feat. Not only do you have to make a film that moves the game on from The Force Awakens, but one that also meets the incredibly high expectations of fans across the globe.

Who took on this ridiculous job I hear you cry? Well Looper’s Rian Johnson takes over directorial duties from J.J. Abrams and the result is The Last Jedi. But is this a fitting sequel or a lacklustre affair?

Following on from the events of 2015’s The Force Awakens, Rey (Daisy Ridley) develops her newly discovered abilities with the guidance of Luke Skywalker (Mark Hamill), who is unsettled by the strength of her powers. Meanwhile, the Resistance, led by General Leia Organa (Carrie Fisher) prepares to do battle with not only the First Order, but Supreme Leader Snoke (Andy Serkis) and Kylo Ren (Adam Driver) too.

The Last Jedi opens with a beautifully choreographed battle between good and evil as Resistance pilot Poe Dameron (Oscar Issac), assisted by the adorable BB-8, tries to take on the evil First Order. This stunningly directed sequence sets up The Last Jedi perfectly – this is one hell of a good-looking film.

Practical effects are the order of the day here, something some other franchises seem to have forgotten about, and the movie is all the better for having them there. From large scale model ships to the more intricate fauna, The Last Jedi seeps with attention to detail – no stone has been left unturned in creating a living, breathing world. So, it’s all the more disappointing to be sucked out of the spectacle with some occasionally very shoddy CGI.

Apart from a couple of lapses that are geared more towards the film’s finale, The Last Jedi is probably the best-looking Star Wars film out there. From the blood-red lair of Supreme Leader Snoke to the salt-encrusted planet of the film’s gorgeous finale, every frame gives you something to look at. Rian Johnson carefully focusses the cameras on our main characters, using intense close-ups to bleed every single drop of emotion from them. Speaking of which, the entire cast is absolutely mesmerising.

Daisy Ridley deserves recognition for being utterly brilliant in this instalment. I had my reservations about her ability to cope with the toll this franchise would take on the actress but she has proved me wrong, and then some. John Boyega is excellent and Laura Dern’s addition to the galaxy is wonderful. The problem is the cast is just so huge, it’s impossible to mention everyone. Oh, Adam Driver’s performance really has to be seen to be believed and Kylo Ren is definitely moving up the ranks of the Star Wars villain hierarchy. His take on the character in The Last Jedi is exceptional.

If The Force Awakens was J.J. Abrams love letter to the franchise, then The Last Jedi is the break-up song
Special mention must go however, to Carrie Fisher. Rian Johnson has stated that none of Fisher’s scenes were changed or moved after the actresses’ untimely death last year, but her time on screen really does take on new, and emotional, meaning here. Princess Leia is as much a Star Wars staple as Chewie, Luke or Han and the galaxy certainly won’t shine brighter without her presence. Nevertheless, this was a fitting tribute to the actress and a wonderful body of work to have her name attached to.

The script is like nothing Star Wars has ever seen before. Riddled with more twists and turns than spaghetti junction, it’s almost entirely unpredictable and that’s something you really don’t see come around very often. In any other franchise it would be exhausting, but here it’s exhilarating and incredibly well written.

At 152 minutes, The Last Jedi is a long film, the longest in the franchise in fact and there’s no getting away from that. The middle act in which some of our heroes traverse a vast casino planet are a little off pace and it does have a whiff of George Lucas’ less than stellar prequels about it, but the rest of the film moves at breakneck speed.

Overall, Rian Johnson has taken risks here and the majority of them pay off with fantastic results; Star Wars: The Last Jedi is a worthy sequel to an ever-growing brand and one that outdoes its predecessor by some margin. If The Force Awakens was J.J. Abrams love letter to the franchise, then The Last Jedi is the break-up song because while still feeling like a Star Wars movie in many ways, it’s so different it’ll have you picking your jaw up off the floor more than once. My only question is: why isn’t Rian Johnson directing Episode IX?

https://moviemetropolis.net/2017/12/14/star-wars-the-last-jedi-review-the-galaxy-like-youve-never-seen-it-before/
  
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Daniel Boyd (1066 KP) rated Big Little Lies - Season 1 in TV

Feb 8, 2019 (Updated Feb 8, 2019)  
Big Little Lies  - Season 1
Big Little Lies - Season 1
2017 | Drama
Everything that happens is so frustratingly pointless (0 more)
Rich White People Problems: The Show
As more news of Season 2 of this show seeps out, I decided to eventually get around to catching the first season of this highly praised and seemingly universally lauded show. I went in expecting greatness from this thing after reading all of the glowing critic's reviews. I am also a huge fan of many of the cast members involved in this project, so knowing nothing about the plot or subject matter the show is based on, I went in blind; excited to see what this series had in store.

The series opens with some ominous editing and vague hints that a major crime has been committed, which we eventually realise to be a murder. Then we are taken backwards tin time and are introduced to Reese Witherspoon's character Madeline, whom initially comes off as entitled and annoying, but you assume that this is going to have a purpose in her character's arc and she will grow on you. You are wrong to assume that as she is extremely irritating throughout the entire duration of the series, constantly interrupting other characters lines and sticking her oar in during group situations, just for the sake of clinging on to the spotlight and keeping herself at the centre of attention.

Thankfully, Nicole Kidman's character Celeste is less annoying and instead just a bit strange. We see pretty early on that she is a victim of domestic abuse at the hands of her much younger husband played by Alexander Skarsgard. At first this is pretty harrowing and sad to see, but for some reason, - and I don't want to kink shame anyone, - but it seems like she kind of likes it. The third main character we are introduced to is Jane, played by Shailene Woodley who immediately seems like damaged goods.

The "conflict," is then set up. After the first day at school we see a highly unrealistic scene play out as the most insensitive teacher in the world with zero foresight gathers all of the children in her class along with their parents outside the school gates. A girl has marks on her neck from being choked by one of the other kids. The teacher then asks the girl to point out the kid that did this to her (in front of the entire class and their parents!) and she points to Jane's son Ziggy. The boy denies any wrongdoing, but the girl who has been hurt's mother, (played by Laura Dern, whom I normally really like,) is a horrible, bitter bitch who responds to the situation by berating the accused boy in front of everyone, degrading his mother in the process for defending her child and not "making," him apologise.


*Insert Peter Griffin "Oh my God, who the hell cares?" meme here.*


Yeah, this is the kind of schoolyard bullshit that this show expects us to treat as a life or death issue. The whole thing is full of non-issues and petty whines centred around 'he said/she said,' nonsense. Then we are supposed to relate to these immature, venomous parents who don't do anything to help the situation whatsoever. Meanwhile the show treats domestic abuse, - something that is a very real and threatening issue, - as just a weird kink in this oddball couple's relationship.

It is clear that all of these parents clearly care far more about self-image than they do about their own children, which makes all of them extremely gross and off putting as characters. They constantly make up excuses as if to try and justify themselves and claim that the bitchy, conniving choices that they make towards each other is for the sake of their kids, when it is clearly just to one up each other in pathetic, petty social warfare and childish beefs.

Website theodysseyonline.com has an article called, '13 Reasons Why Big Little Lies Is So Powerful.' I truly fail to see what is apparently so powerful and ground-breaking about this series. I'm not even sure what it is trying to say; that domestic abuse and rape are bad things done by evil people? Wow, what a brave and unique stance to take! I also resent the idea that everyone that says anything remotely negative about this show is a women-hating misogynist. I consider myself a left-leaning liberal and a feminist, I am a strong supporter of equal rights amongst all genders and races and I do regular work for a women's mental health charity, but I can still spot an overrated, hollow waste of 7 hours when I see one.

Overall, even though this season only last 7 episodes, it is not worth your time. After watching the first 2 episodes I thought about giving up on it, but then I thought about all of the glowing reviews and thought, 'no, surely this must get better.' Let me save you seven hours of your time; it doesn't. This is a melodramatic glorified soap opera that doesn't handle any of the issues that it tries to tackle well and it is filled, - to the point it is bursting at the seams, - with small scope issues and minor annoyances treated as life threatening scenarios, all the while brushing off the genuinely scary and potentially life threatening scenario of domestic abuse.
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.