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Molly J (Cover To Cover Cafe) (106 KP) rated The Unexpected Champion (High Sierra Sweethearts, #3) in Books
Feb 27, 2019
Y’all! Let me tell you a little something about this book right here. It’s fantabulous. That’s right. Fantabulous. Mary Connealy has been on my auto read authors list for years now. And, I always get giddy like a school kid on the play ground when I get to read her novels. This upcoming addition to her High Sierra Sweethearts series was no exception.
From the start, we are taking to the heart of the plot line, and into the lives of John and Penny. Oh sweet Penny, how I loved her! I loved her strong willed ways. And John. Lord have mercy, did I ever love him! His character really came to life for me, and I pictured myself beside him, taking each new twist and turn of being kidnapped with Penny as if I was there.
I loved the way Connealy created her characters with her trademark charm and wit. I love to get lost between the covers of one of her amazing novels because they are lighthearted and keep me chuckling on a bad day. The wit and charm of Penny and John were definitely evident in this page turner!
If you ask me, and even if you don’t, I’m going to tell you that I highly recommend this book with hats-off, two thumbs, and highest of 5 stars. Inspiration, hope, mercy and love are all wrapped up into another incredible cowboy story from the talented Mary Connealy. So, grab ya a copy, kick your boots off, and get ready to get wrapped up in another impeccably done novel from Mrs. Connealy!
*I received a complimentary copy of this book from NetGalley and was under no obligation to post a review, positive or negative.*
From the start, we are taking to the heart of the plot line, and into the lives of John and Penny. Oh sweet Penny, how I loved her! I loved her strong willed ways. And John. Lord have mercy, did I ever love him! His character really came to life for me, and I pictured myself beside him, taking each new twist and turn of being kidnapped with Penny as if I was there.
I loved the way Connealy created her characters with her trademark charm and wit. I love to get lost between the covers of one of her amazing novels because they are lighthearted and keep me chuckling on a bad day. The wit and charm of Penny and John were definitely evident in this page turner!
If you ask me, and even if you don’t, I’m going to tell you that I highly recommend this book with hats-off, two thumbs, and highest of 5 stars. Inspiration, hope, mercy and love are all wrapped up into another incredible cowboy story from the talented Mary Connealy. So, grab ya a copy, kick your boots off, and get ready to get wrapped up in another impeccably done novel from Mrs. Connealy!
*I received a complimentary copy of this book from NetGalley and was under no obligation to post a review, positive or negative.*
Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
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Erika (17789 KP) rated Avengers: Infinity War (2018) in Movies
Apr 27, 2018 (Updated Apr 28, 2018)
Predictable (1 more)
Some shoddy SFX
Contains spoilers, click to show
So, it's finally here, Happy Infinity War day!
Now, I'm even going to enter down. Seriously, don't read any further if you want the movie unspoiled.
Yes, I'm calling the film predictable, because it was. It's not necessarily a bad thing, there just wasn't anything that honestly surprised me.
For one, I completely guessed the first two people to bite the dust, based solely on the end credit scene in Ragnarok. Heimdall dies first, but not before conveniently getting Hulk out of there.
Loki dies next, but not before you think they're completely going to reverse the story arc from Ragnarok. Whew, but they didn't. Hiddles did a really fantastic job in the whole 5-10 min he was in the film.
Thanos looked pretty good, they seemed to have fixed the color on him from the whack neon purple in that first trailer. His minions were a bit weak, and overall I don't even know what their names were, however, I don't think I was supposed to care.
I think the Guardians of the Galaxy were given way too much screentime. I'm so over them. I also got a Gamora backstory that I didn't want nor need. I'm hoping she's one of the for sure dead.
I was so happy they finally addressed Red Skull, of course he was alive! My only question is, yall couldn't shell out enough money to get Hugo Weaving back in the makeup? Come on Disney.
The only characters I for sure believe are dead and gone, are Vision, Loki, and Heimdall. Gamora is up for debate. Everyone else...come on, it's a comic book movie. I do wish they'd have had the balls to let Tony Stark die.
So, at the end, we're left with the OG Avengers. Hawkeye and Ant Man are with their fams, and Thanos got what he wanted. There's also the Captain Marvel paging scene after the credits. Of course it needed to be in there.
ALSO, set up for Venom?? That was such a good idea! At least, I believe it was supposed to be a set up...
Ah right, the shoddy SFX... there are a few scenes towards the end, especially with Thor that looked so cheap. It was strange.
Anyway, I can't give it a 10 because of those shoddy graphics, and there was too much GotG.
Now, I'm even going to enter down. Seriously, don't read any further if you want the movie unspoiled.
Yes, I'm calling the film predictable, because it was. It's not necessarily a bad thing, there just wasn't anything that honestly surprised me.
For one, I completely guessed the first two people to bite the dust, based solely on the end credit scene in Ragnarok. Heimdall dies first, but not before conveniently getting Hulk out of there.
Loki dies next, but not before you think they're completely going to reverse the story arc from Ragnarok. Whew, but they didn't. Hiddles did a really fantastic job in the whole 5-10 min he was in the film.
Thanos looked pretty good, they seemed to have fixed the color on him from the whack neon purple in that first trailer. His minions were a bit weak, and overall I don't even know what their names were, however, I don't think I was supposed to care.
I think the Guardians of the Galaxy were given way too much screentime. I'm so over them. I also got a Gamora backstory that I didn't want nor need. I'm hoping she's one of the for sure dead.
I was so happy they finally addressed Red Skull, of course he was alive! My only question is, yall couldn't shell out enough money to get Hugo Weaving back in the makeup? Come on Disney.
The only characters I for sure believe are dead and gone, are Vision, Loki, and Heimdall. Gamora is up for debate. Everyone else...come on, it's a comic book movie. I do wish they'd have had the balls to let Tony Stark die.
So, at the end, we're left with the OG Avengers. Hawkeye and Ant Man are with their fams, and Thanos got what he wanted. There's also the Captain Marvel paging scene after the credits. Of course it needed to be in there.
ALSO, set up for Venom?? That was such a good idea! At least, I believe it was supposed to be a set up...
Ah right, the shoddy SFX... there are a few scenes towards the end, especially with Thor that looked so cheap. It was strange.
Anyway, I can't give it a 10 because of those shoddy graphics, and there was too much GotG.
*I received a copy of this book from the publisher and NetGalley in exchange for an honest review*
I think this was one of the very first books that I requested on Netgalley and I can’t even remember why I requested it, it’s not really something that I would go for. However I requested and finally read it and now reviewing :). This is a science-fiction/dystopian Young adult book, it is hard to categorise as it felt like several genres. We follow this boy and he is known as Boy 23 and lives in ‘My Place’ he doesn’t have any human contact and has no idea of the outside world, he communicates with ‘The voice’ who tells him his schedule and is a role model of such.One night Boy 23 is bundled in to the boot of a car and dumped into the woods with a backpack and ‘the voice’ telling him to run as far away as possible. With never being outside before he doesn’t know foe from friend. Someone is out to get him but he needs to let the right people know that he exists before he is captured. This book was OK! It was fast paced with an air of mystery, however it took a long time for the big reveal and I was getting a little bored to be honest. The writing was not the greatest and the use of ‘Squizz’ and ‘yomping’ was way too much and started irritating the hell out of me. The world building was pretty non-existent, we knew that it was set in Germany but we didn’t get much more than that.
I rated this 2.75/5 stars.
I think this was one of the very first books that I requested on Netgalley and I can’t even remember why I requested it, it’s not really something that I would go for. However I requested and finally read it and now reviewing :). This is a science-fiction/dystopian Young adult book, it is hard to categorise as it felt like several genres. We follow this boy and he is known as Boy 23 and lives in ‘My Place’ he doesn’t have any human contact and has no idea of the outside world, he communicates with ‘The voice’ who tells him his schedule and is a role model of such.One night Boy 23 is bundled in to the boot of a car and dumped into the woods with a backpack and ‘the voice’ telling him to run as far away as possible. With never being outside before he doesn’t know foe from friend. Someone is out to get him but he needs to let the right people know that he exists before he is captured. This book was OK! It was fast paced with an air of mystery, however it took a long time for the big reveal and I was getting a little bored to be honest. The writing was not the greatest and the use of ‘Squizz’ and ‘yomping’ was way too much and started irritating the hell out of me. The world building was pretty non-existent, we knew that it was set in Germany but we didn’t get much more than that.
I rated this 2.75/5 stars.
Debbiereadsbook (1788 KP) rated When The Devil Wants In in Books
Jan 30, 2018
I LOVED this!
Independent reviewer for Divine Magazine, I was gifted my copy of this book.
When faced with a murder charge, John has to choose between his freedom, and his heart.
You know how sometimes, you read a blurb for a book, and your mind writes the plot out and its all wrapped up in a nice pink bow?? And then you read the BOOK, and your version is so very wrong but you have no idea why??
This book totally surprised me, and I cannot put my finger on WHY it did! I loved it!!
John is hiding in plain sight, driving 90 minutes to get his hook ups. Matt moves to Magnolia Ridge from San Fransisco, out and proud. But Matt knows he needs to reign it in. A hook up between the guys has both of them shocked and wanting more, so much more. A shocking discovery causes John to question what he really wants.
I loved both these guys. John, so far in the closet he's in the next room, and Matt who just knows when to say what about his sexuality. They both have their say, so we get every little bit that these guys feel, together and apart. I loved that Matt took to John's closed off-ness quickly, and without question.
The murder has you crying for John, it really does. And I was WAY off base with whodunnit, let me tell ya!! Did NOT see that one coming! I really love being proven wrong.
And I need to say something about that gorgeous cover. When I saw the cover FIRST, I thought its pretty, it nice, but somehow it doesn't fit. I had the blurb before I saw the cover. And I couldn't put my finger on WHY it didn't fit, still can't, truth be told, but that's what I felt, and ya'll know I gotta tell you what I'm feeling. And I'm reading the book, my brain is registering that they are in Magnolia Ridge, that there are magnolia blossom on the cover, I swear I knew that, but still it did not make any sense WHY they were on the cover!
Then! One word, one single word was all it took, and my brain exploded! Light bulb moment does not quite cover what went through my brain at that point! It was like a nuclear bomb going off, and that cover makes TOTAL sense now! Totally the right cover for THIS book.
Is there another book after this?? I feel with what John did for Matt's birthday, and the subsequent scenes kinda left me wanting more of a certain fellow!
Anyways, loved the book, loved the cover and read it in one single sitting, so...
5 full stars
**same worded review will appear elsewhere**
When faced with a murder charge, John has to choose between his freedom, and his heart.
You know how sometimes, you read a blurb for a book, and your mind writes the plot out and its all wrapped up in a nice pink bow?? And then you read the BOOK, and your version is so very wrong but you have no idea why??
This book totally surprised me, and I cannot put my finger on WHY it did! I loved it!!
John is hiding in plain sight, driving 90 minutes to get his hook ups. Matt moves to Magnolia Ridge from San Fransisco, out and proud. But Matt knows he needs to reign it in. A hook up between the guys has both of them shocked and wanting more, so much more. A shocking discovery causes John to question what he really wants.
I loved both these guys. John, so far in the closet he's in the next room, and Matt who just knows when to say what about his sexuality. They both have their say, so we get every little bit that these guys feel, together and apart. I loved that Matt took to John's closed off-ness quickly, and without question.
The murder has you crying for John, it really does. And I was WAY off base with whodunnit, let me tell ya!! Did NOT see that one coming! I really love being proven wrong.
And I need to say something about that gorgeous cover. When I saw the cover FIRST, I thought its pretty, it nice, but somehow it doesn't fit. I had the blurb before I saw the cover. And I couldn't put my finger on WHY it didn't fit, still can't, truth be told, but that's what I felt, and ya'll know I gotta tell you what I'm feeling. And I'm reading the book, my brain is registering that they are in Magnolia Ridge, that there are magnolia blossom on the cover, I swear I knew that, but still it did not make any sense WHY they were on the cover!
Then! One word, one single word was all it took, and my brain exploded! Light bulb moment does not quite cover what went through my brain at that point! It was like a nuclear bomb going off, and that cover makes TOTAL sense now! Totally the right cover for THIS book.
Is there another book after this?? I feel with what John did for Matt's birthday, and the subsequent scenes kinda left me wanting more of a certain fellow!
Anyways, loved the book, loved the cover and read it in one single sitting, so...
5 full stars
**same worded review will appear elsewhere**
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Purple Phoenix Games (2266 KP) rated Com-Pet-Ability in Tabletop Games
Apr 14, 2020
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. I 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
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. I 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
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
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Purple Phoenix Games (2266 KP) rated Millennial Manatees in Tabletop Games
Mar 11, 2021
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box fanny pack. I do not intend to cover every single rule included in the rulebook, 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 online directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box fanny pack. I do not intend to cover every single rule included in the rulebook, 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 online directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.






