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Free 10000 Wallpapers & Backgrounds - HD Themes and Live Images for Lock Screens iPhone & iPad, iPod
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Purple Phoenix Games (2266 KP) rated Small World in Tabletop Games
Aug 13, 2019
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
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No more gym, or weights, or excuses. Sworkit is the workout program for people who have felt too...
Guy Garvey recommended Catalpa by Jolie Holland in Music (curated)
Haley Mathiot (9 KP) rated Snow White & the Huntsman in Books
Apr 27, 2018
Let's start with the good:
1. The narrator was excellent. She also read for Daughter of Smoke and Bone, Why We Broke Up, the Iron King, and many other audiobooks. She made even the dullest most pointless sentences, pieces of dialogue, and descriptions sound interesting, and managed to hold my attention most of they way through the audiobook (until I stopped for dinner, and then realized I really didn't want to start listening again.)
2. It was fast-paced. The plot never slowed... but there were parts where the unneeded descriptions seemed to slow down and break the tension, or unnecessary interior monologue broke the mood.
3. The bad guys were very bad, and the good guys were very good. It made it a classic hero-vilan fairy-tale.
Now for the not-so-good:
1. Poor writing. It wasn't Stephenie-Meyer Terrible, but every sentence started with "he..." "she..." "He said," "She felt..." and it felt repetitive and boring. There was no sentence structure besides basic subject-verb-direct object. Also, the adjectives, adverbs, and overall descriptions and vocabulary was boring, expected, and unfeeling.
2. Who names a princess "Snow White?" Really? I can see naming her "Snow" or something, but if you're going to re-tell a fairy-tale, at least give your heroine a name that doesn't stick out like a sore thumb. I realize that this is a complaint about the movie screenplay, not the book adaption... but still. It felt awkward to have all these names like William, Eric, Gus, Anna, Lilly, and... Snow White.
3. The bad guys were soul-less, and the good guys were perfect. Even bad characters have some redeeming value as to why you kind of wish they didn't have to die, but they're bad so you have to kill them. The bad guys in this story were just so bad, there was no way you could not hate them. The good guys were flawless: children obeyed their parents, men saved their women, women sacrificed for their families, and Snow White was a sweet innocent little angel. I'm sorry, but even good guys have a bad side. And if you're perfect, I couldn't care less what happens to you, because I can't relate to you.
So that is, essentially, why I stopped listening to the audiobook halfway through.



