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Purple Phoenix Games (2266 KP) rated Odin's Ravens (second edition) in Tabletop Games
Sep 8, 2021
Getting the group together for game nights has always been a struggle – especially now (at time of writing) in this Covid world. So finding good games for 1-2 players has become a priority for me recently. Enter Odin’s Ravens, a 2-player race across the world. Does this game soar to meet my expectations, or does it fall flat in the end? Keep reading to find out.
Odin’s Ravens is a light game of strategy and hand management in which 2 players are racing to be the first of Odin’s ravens (duh) to travel around the world. To setup the game, shuffle the land cards and place a line of 16 cards directly between the two players. Land cards are divided into two halves, each depicting a different landscape. This line of Land cards acts as the route around the world for both Ravens. Players choose one end to be the start/finish lines, and place their Raven meeple on their corresponding side of the starting Land card. During play, the Ravens will travel down their side of the Land cards, and will switch to the opponent’s side for the flight back to the finish. Each player receives a set of 25 Flight cards and 8 Loki cards, to be shuffled and kept separate from each other. Both players then draws 5 cards into their hand, in any combination of Flight and Loki cards. Choose a starting player, and the game is ready to begin!
On a typical game turn, you will play as many cards from your hand as you want, either Flight cards, Loki cards, or combinations of the two. Flight cards allow you to move your raven down the path. In order to move your raven, you must play a Flight card that matches the landscape of the next Land card on your path. (Ex. if the next space is a Forest, you must play a Forest Flight card). If you have no Flight cards in hand that match the next card on your path, then you may discard any two flight cards of the same type to move forward one space. Loki cards allow you to perform Trickery actions, which alter the flight paths of both players. Some actions include rotating Land cards, moving ravens forward/backward a number of spaces, swapping Land cards, etc. It is important to note that once a Loki card has been played, it is removed from the game entirely – you only have 8 Loki cards total, so use them wisely! After you have played all the cards you wish on your turn, you will then draw 3 cards (in any combination of Flight/Loki cards), and end your turn. You may never have more than 7 cards in hand. Play continues in this fashion until one player has reached the end of their flight path – resulting in victory!
Seems simple enough, right? Well, it is and it isn’t. The overall gameplay itself is simplistic – draw and play cards to move your raven towards victory. The implementation of Loki cards adds a strategic twist to the game that keeps each player on their toes. Flight cards alone leave you at the mercy of the luck of the draw, but Loki cards give players a little more control over their game strategy. They provide ways to alter the flight path to benefit yourself or inhibit your opponent at various points throughout the game. Add in the fact that each player only has 8 Loki cards total, and that ups the strategy as well . You only have a finite amount of trickery to pull, so you have to be sure to use it at the perfect time. Was your opponent able to counteract your attempted trickery, or did you execute it perfectly for them to fall into your trap?
The components of this game are pretty standard and straightforward. The cards are good quality and are easy to manipulate, and the wooden raven meeples are big and chunky. Nice and simple! The artwork of the game, although clear and effective, is pretty basic and leaves much to be desired. It is clear in the way that it is easy to identify each type of landscape and determine the actions of Loki cards, but overall it feels a little too simplistic and not as immersive as it could be.
Odin’s Ravens is a decent 2-player game, although not my favorite. If I needed something simple, light, and relatively fast for 2 players, it is definitely one that I would pull off the shelf. But I have other 2-player games that I would rather play instead. Will it stay in my collection forever? Hard to say, but for the time being it has a spot on my shelves. If you are looking for something that is relatively simple, but has opportunities for strategy, check out Odin’s Ravens. Purple Phoenix Games gives this one a flighty 13 / 18 – you just gotta keep your eye on that Loki…
Odin’s Ravens is a light game of strategy and hand management in which 2 players are racing to be the first of Odin’s ravens (duh) to travel around the world. To setup the game, shuffle the land cards and place a line of 16 cards directly between the two players. Land cards are divided into two halves, each depicting a different landscape. This line of Land cards acts as the route around the world for both Ravens. Players choose one end to be the start/finish lines, and place their Raven meeple on their corresponding side of the starting Land card. During play, the Ravens will travel down their side of the Land cards, and will switch to the opponent’s side for the flight back to the finish. Each player receives a set of 25 Flight cards and 8 Loki cards, to be shuffled and kept separate from each other. Both players then draws 5 cards into their hand, in any combination of Flight and Loki cards. Choose a starting player, and the game is ready to begin!
On a typical game turn, you will play as many cards from your hand as you want, either Flight cards, Loki cards, or combinations of the two. Flight cards allow you to move your raven down the path. In order to move your raven, you must play a Flight card that matches the landscape of the next Land card on your path. (Ex. if the next space is a Forest, you must play a Forest Flight card). If you have no Flight cards in hand that match the next card on your path, then you may discard any two flight cards of the same type to move forward one space. Loki cards allow you to perform Trickery actions, which alter the flight paths of both players. Some actions include rotating Land cards, moving ravens forward/backward a number of spaces, swapping Land cards, etc. It is important to note that once a Loki card has been played, it is removed from the game entirely – you only have 8 Loki cards total, so use them wisely! After you have played all the cards you wish on your turn, you will then draw 3 cards (in any combination of Flight/Loki cards), and end your turn. You may never have more than 7 cards in hand. Play continues in this fashion until one player has reached the end of their flight path – resulting in victory!
Seems simple enough, right? Well, it is and it isn’t. The overall gameplay itself is simplistic – draw and play cards to move your raven towards victory. The implementation of Loki cards adds a strategic twist to the game that keeps each player on their toes. Flight cards alone leave you at the mercy of the luck of the draw, but Loki cards give players a little more control over their game strategy. They provide ways to alter the flight path to benefit yourself or inhibit your opponent at various points throughout the game. Add in the fact that each player only has 8 Loki cards total, and that ups the strategy as well . You only have a finite amount of trickery to pull, so you have to be sure to use it at the perfect time. Was your opponent able to counteract your attempted trickery, or did you execute it perfectly for them to fall into your trap?
The components of this game are pretty standard and straightforward. The cards are good quality and are easy to manipulate, and the wooden raven meeples are big and chunky. Nice and simple! The artwork of the game, although clear and effective, is pretty basic and leaves much to be desired. It is clear in the way that it is easy to identify each type of landscape and determine the actions of Loki cards, but overall it feels a little too simplistic and not as immersive as it could be.
Odin’s Ravens is a decent 2-player game, although not my favorite. If I needed something simple, light, and relatively fast for 2 players, it is definitely one that I would pull off the shelf. But I have other 2-player games that I would rather play instead. Will it stay in my collection forever? Hard to say, but for the time being it has a spot on my shelves. If you are looking for something that is relatively simple, but has opportunities for strategy, check out Odin’s Ravens. Purple Phoenix Games gives this one a flighty 13 / 18 – you just gotta keep your eye on that Loki…
Purple Phoenix Games (2266 KP) rated Dodos Riding Dinos in Tabletop Games
Apr 7, 2020
Ahh dinosaurs. One of my favorite themes! What’s this? Dodos on top of dinosaurs? And they seem to be running away from something? Well now I’m just intrigued. Oh, they’re running from THE meteor and you are trying to sabotage your opponents so they get destroyed first, and this is a race to see who is destroyed last? Ok I’m in.
Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!
Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.
That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.
Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.
Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.
Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.
It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.
So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!
Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.
That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.
Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.
Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.
Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.
It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.
So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
Purple Phoenix Games (2266 KP) rated Tetris: The Card Game in Tabletop Games
Jul 2, 2020
One of the first video games I can remember playing is Tetris. The colorful Tetrominoes, the catchy theme music, the excitement (and anxiety!) as the speed gradually increases – what isn’t there to love? Tetris is an addicting game that has withstood the test of time, so I was extremely excited when I was gifted Tetris: The Card Game. Does the card version have a foothold in the Tetris fandom? Or does it fail to complete any rows in the matrix? (Haha, see what I did there?)
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Purple Phoenix Games (2266 KP) rated Mountain Goats in Tabletop Games
Mar 14, 2021
Fun fact about me: I thoroughly enjoy watching nature documentaries. I just think they’re so fascinating and I love getting to see all different kinds of animals from across the world. Some of my favorites have definitely been mountain goats. You know, those goats that somehow end up way up high on mountainsides that are basically sheer cliffs? How do they get up there? How do they not fall?? Maybe it’s just me, but those goats are extra intriguing to me. Along comes a game called Mountain Goats, so obviously, I had to try it.
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
Ivana A. | Diary of Difference (1171 KP) rated The Nothing Man in Books
Oct 5, 2020
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/Book-Review-Banner-75.png"/>
I am so excited to be part of the Ambassador Book Buzz for The Nothing Man by Catherine Ryan Howard. Thank you to the amazing team at LoveReading and Corvus for this opportunity.
Needless to say, this book made me stay up all night, just to find out how it ends.
<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/The-Nothing-Man.jpg"/>
<b><i>I was the girl who survived the Nothing Man.
Now I am the woman who is going to catch him...</i></b>
You've just read the opening pages of The Nothing Man, the true crime memoir Eve Black has written about her obsessive search for the man who killed her family nearly two decades ago.
The Nothing Man starts when Jim is at work, walking through the supermarket, and he notices that a girl has a book with the name "The Nothing Man" with her. His heart starts racing - because he knows what it means. The Nothing Man is a mysterious man that has assaulted and killed many people in the area, and even after twenty years, no one has found him yet. But Jim knows the truth - because he is the man who did all these crimes.
Eve Black is one of the survivors, that managed to escape his attack by hiding in her bathroom. She writes a book about her experiences and the experiences of the other victims. With her whole family dead and nothing to lose, she is set to find out, once and for all, who the mysterious man is.
I loved the writing style - the book within the book - it was unusual and very interesting for me to engage with. I was so intrigued and invested, and that did not change at all. There are many twists and turns in this book, and you will enjoy them all, especially the very ending, where everything just comes to a big climax. It kept me glued to my seat, and I want more.
I loved the difference between Jim and Eve - their different recollections to how things happened, and why they did. In her book, Eve is explaining how the attacks and murders took place, and right after that, we also witness Jim's reaction to Eve's writing, and whether he agrees or not with how correct her facts are. It was very scary at times, to read from the killer's perspective, and the reasons of why he made some choices.
The more Jim reads, the more he realizes how dangerously close Eve is getting to the truth. He knows she won't give up until she finds him. He has no choice but to stop her first...
Usually, in our standard crime books, we have a crime scene, then suspects, and then we figure our way to finding the murderer. But here - we already know who the murderer is at the beginning of the story. But the rest of the world doesn't. And this is a concept that I haven't encountered yet, but really enjoyed it. Because this is something we don't think about often - when we have a crime, and we don't know who did it, the person that is guilty is out there somewhere, and knows he's deceived us.
The other important message from this book is to remember the victims.
Everyone remembers the name of a serial killer - but only few remember the victim's names.
<b><i>"It's fine to be fascinated by serial killers," she tells me in her office after the lecture. "I am myself, obviously. They are fascinating because even though they look just like the rest of us, they do things the rest of us would never, ever do. But they are not especially intelligent. They don't outsmart authorities. You know David Berkowitz? Son of Sam? They caught him because he got himself a parking ticket at the scene of one of his crimes.
They are boring, ordinary, failures of men - not always men, of course, but predominately - who can't even manage to live, love and process their feelings in a world where the rest of us have all managed to master it by the time we're in our teens. These are no dark magicians. They have no special skills. People seem to forget that we know their names because they got caught. In fact, the only remarkable thing about them is what they took from the world: their victims. It's their names we should know."</i></b>
Eve's book and her investigation behind the book had some powerful psychological lessons, and I enjoyed learning everything. If you already love true crime, and psychological thrillers, you have to absolutely read this and soon. This book is too good to be skipped.
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/Book-Review-Banner-75.png"/>
I am so excited to be part of the Ambassador Book Buzz for The Nothing Man by Catherine Ryan Howard. Thank you to the amazing team at LoveReading and Corvus for this opportunity.
Needless to say, this book made me stay up all night, just to find out how it ends.
<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/The-Nothing-Man.jpg"/>
<b><i>I was the girl who survived the Nothing Man.
Now I am the woman who is going to catch him...</i></b>
You've just read the opening pages of The Nothing Man, the true crime memoir Eve Black has written about her obsessive search for the man who killed her family nearly two decades ago.
The Nothing Man starts when Jim is at work, walking through the supermarket, and he notices that a girl has a book with the name "The Nothing Man" with her. His heart starts racing - because he knows what it means. The Nothing Man is a mysterious man that has assaulted and killed many people in the area, and even after twenty years, no one has found him yet. But Jim knows the truth - because he is the man who did all these crimes.
Eve Black is one of the survivors, that managed to escape his attack by hiding in her bathroom. She writes a book about her experiences and the experiences of the other victims. With her whole family dead and nothing to lose, she is set to find out, once and for all, who the mysterious man is.
I loved the writing style - the book within the book - it was unusual and very interesting for me to engage with. I was so intrigued and invested, and that did not change at all. There are many twists and turns in this book, and you will enjoy them all, especially the very ending, where everything just comes to a big climax. It kept me glued to my seat, and I want more.
I loved the difference between Jim and Eve - their different recollections to how things happened, and why they did. In her book, Eve is explaining how the attacks and murders took place, and right after that, we also witness Jim's reaction to Eve's writing, and whether he agrees or not with how correct her facts are. It was very scary at times, to read from the killer's perspective, and the reasons of why he made some choices.
The more Jim reads, the more he realizes how dangerously close Eve is getting to the truth. He knows she won't give up until she finds him. He has no choice but to stop her first...
Usually, in our standard crime books, we have a crime scene, then suspects, and then we figure our way to finding the murderer. But here - we already know who the murderer is at the beginning of the story. But the rest of the world doesn't. And this is a concept that I haven't encountered yet, but really enjoyed it. Because this is something we don't think about often - when we have a crime, and we don't know who did it, the person that is guilty is out there somewhere, and knows he's deceived us.
The other important message from this book is to remember the victims.
Everyone remembers the name of a serial killer - but only few remember the victim's names.
<b><i>"It's fine to be fascinated by serial killers," she tells me in her office after the lecture. "I am myself, obviously. They are fascinating because even though they look just like the rest of us, they do things the rest of us would never, ever do. But they are not especially intelligent. They don't outsmart authorities. You know David Berkowitz? Son of Sam? They caught him because he got himself a parking ticket at the scene of one of his crimes.
They are boring, ordinary, failures of men - not always men, of course, but predominately - who can't even manage to live, love and process their feelings in a world where the rest of us have all managed to master it by the time we're in our teens. These are no dark magicians. They have no special skills. People seem to forget that we know their names because they got caught. In fact, the only remarkable thing about them is what they took from the world: their victims. It's their names we should know."</i></b>
Eve's book and her investigation behind the book had some powerful psychological lessons, and I enjoyed learning everything. If you already love true crime, and psychological thrillers, you have to absolutely read this and soon. This book is too good to be skipped.
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Chris Sawin (602 KP) rated The Black Phone (2022) in Movies
Jun 26, 2022
Ethan Hawke (2 more)
Madeleine McGraw
Leaves much of the horror to the audience's imagination
Writing is a bit silly at times (1 more)
Teases more story elements and horror than it reveals
A Juvenile Curtain Call of Death
Somewhere in North Denver in 1978, The Black Phone sees Finney (Mason Thames) and his sister Gwen (Madeleine McGraw) attempting to survive constant bullying at school and the abuse of an alcoholic father (played by Jeremy Davies). The missing kids in town are said to be a result of The Grabber (Ethan Hawke); a man who drives around in a black van with black balloons kidnapping and eventually killing kids. When Finney is suddenly taken by The Grabber, he’s told that the black phone in his room doesn’t work but then the phone rings.
Based on the short story of the same name by Joe Hill, The Black Phone is directed by Scott Derrickson (Doctor Strange, Sinister) and written by Derrickson and C. Robert Cargill (the two have been collaborating together on everything Derrickson has done since Sinister). What’s interesting is The Black Phone has mastered the art of subtlety and teasing its audience. The Grabber is introduced in the film similar to the shark in Jaws. You only see glimpses of him for the first third of the film. The black van will come into frame and the screen will immediately fade to black. The Grabber will park and get out of his van to abduct a kid, but he’ll purposely be out of focus. The Grabber lurks in the background like a shark waiting for that first drop of blood, which is essentially when Finney walks by alone.
The unfortunate aspect is that it feels like something is missing. The supernatural horror film keeps building and building that when the finale rolls around it feels like it isn’t a big enough payoff. Most of the violence and kills aren’t seen since the film deals with child and teenager victims. The audience is shown the end result instead; the wounds sustained by the victims that call Finney, The Grabber’s game of Naughty Boy, and Gwen being whipped with a belt by her father (you see him holding the belt and her crying, but we never see the contact). There’s artistry to leaving some things to the viewer’s imagination. In a time where horror has evolved into showing its audience every gruesome detail it’s become a forgotten art. It could also be a personal preference, but it feels like The Black Phone teases more than it reveals.
The writing of the film is as genius as it is ridiculous. Most of it is very good, especially with what Finney is building up to in the basement. The unveiling of the location of The Grabber’s house is silly though, especially since an entire police squad didn’t make the connection. Finney and Gwen’s mom is never seen since she’s passed during the events of the film, but she is mentioned. She apparently heard things and seen things that ended up in a fatal situation for her. Gwen has visions of The Grabber while she sleeps and Finney is able to receive phone calls from The Grabber’s victims because of the relation to their mom. This leads to one of the greatest lines in the film when Finney asks why no one has ever called before. “The phone rang, but no one heard it.”
Ethan Hawke’s performance is so mesmerizing that you wish he had more screen time. Even his motive behind what he intends to do with his victims is hinted at, but not really clarified. With all of the bodies piling up and the amount of phone calls Finney receives, the end result is always the same. The Grabber is slightly flamboyant in his demeanor and particular about how everything should play out. His mask and the fact that it resembles the comedy and tragedy masks that tend to symbolize the theater hint at this all being a performance for him. Things not going his way is like someone fumbling over their lines; it’s unforgivable.
Madeleine McGraw is not so secretly the best part of the film. Her career before The Black Phone has mostly been in voice acting (Cars 3, Toy Story 4, The Mitchells vs The Machines) and playing younger versions of other characters (Pacific Rim: Uprising, Ant-Man and the Wasp). McGraw gets a fair amount of screen time here and Gwen is an incredibly resourceful character and arguably the film’s biggest asset. McGraw’s performance is genuine as you believe every word she says. She’s hilarious as she has the best lines of dialogue in the film. Her portrayal of sadness and anguish is top notch as well as she has the most powerful and emotional sequence in the film that breaks your heart and only makes you sympathize with both her and Finney.
With supernatural dread lifted from the likes of Stir of Echoes and The Sixth Sense, The Black Phone features a breakthrough performance from Madeleine McGraw while Ethan Hawke’s hauntingly memorable turn as The Grabber is felt in a hair-raising sense; like someone who has unknowingly snuck up behind you and waits in your peripheral for that dramatic reveal. The Black Phone is a solid, pulse racing horror film that packs a punch, but seems like the type of film that simply won’t be as delectable on repeat viewings.
Based on the short story of the same name by Joe Hill, The Black Phone is directed by Scott Derrickson (Doctor Strange, Sinister) and written by Derrickson and C. Robert Cargill (the two have been collaborating together on everything Derrickson has done since Sinister). What’s interesting is The Black Phone has mastered the art of subtlety and teasing its audience. The Grabber is introduced in the film similar to the shark in Jaws. You only see glimpses of him for the first third of the film. The black van will come into frame and the screen will immediately fade to black. The Grabber will park and get out of his van to abduct a kid, but he’ll purposely be out of focus. The Grabber lurks in the background like a shark waiting for that first drop of blood, which is essentially when Finney walks by alone.
The unfortunate aspect is that it feels like something is missing. The supernatural horror film keeps building and building that when the finale rolls around it feels like it isn’t a big enough payoff. Most of the violence and kills aren’t seen since the film deals with child and teenager victims. The audience is shown the end result instead; the wounds sustained by the victims that call Finney, The Grabber’s game of Naughty Boy, and Gwen being whipped with a belt by her father (you see him holding the belt and her crying, but we never see the contact). There’s artistry to leaving some things to the viewer’s imagination. In a time where horror has evolved into showing its audience every gruesome detail it’s become a forgotten art. It could also be a personal preference, but it feels like The Black Phone teases more than it reveals.
The writing of the film is as genius as it is ridiculous. Most of it is very good, especially with what Finney is building up to in the basement. The unveiling of the location of The Grabber’s house is silly though, especially since an entire police squad didn’t make the connection. Finney and Gwen’s mom is never seen since she’s passed during the events of the film, but she is mentioned. She apparently heard things and seen things that ended up in a fatal situation for her. Gwen has visions of The Grabber while she sleeps and Finney is able to receive phone calls from The Grabber’s victims because of the relation to their mom. This leads to one of the greatest lines in the film when Finney asks why no one has ever called before. “The phone rang, but no one heard it.”
Ethan Hawke’s performance is so mesmerizing that you wish he had more screen time. Even his motive behind what he intends to do with his victims is hinted at, but not really clarified. With all of the bodies piling up and the amount of phone calls Finney receives, the end result is always the same. The Grabber is slightly flamboyant in his demeanor and particular about how everything should play out. His mask and the fact that it resembles the comedy and tragedy masks that tend to symbolize the theater hint at this all being a performance for him. Things not going his way is like someone fumbling over their lines; it’s unforgivable.
Madeleine McGraw is not so secretly the best part of the film. Her career before The Black Phone has mostly been in voice acting (Cars 3, Toy Story 4, The Mitchells vs The Machines) and playing younger versions of other characters (Pacific Rim: Uprising, Ant-Man and the Wasp). McGraw gets a fair amount of screen time here and Gwen is an incredibly resourceful character and arguably the film’s biggest asset. McGraw’s performance is genuine as you believe every word she says. She’s hilarious as she has the best lines of dialogue in the film. Her portrayal of sadness and anguish is top notch as well as she has the most powerful and emotional sequence in the film that breaks your heart and only makes you sympathize with both her and Finney.
With supernatural dread lifted from the likes of Stir of Echoes and The Sixth Sense, The Black Phone features a breakthrough performance from Madeleine McGraw while Ethan Hawke’s hauntingly memorable turn as The Grabber is felt in a hair-raising sense; like someone who has unknowingly snuck up behind you and waits in your peripheral for that dramatic reveal. The Black Phone is a solid, pulse racing horror film that packs a punch, but seems like the type of film that simply won’t be as delectable on repeat viewings.
Purple Phoenix Games (2266 KP) rated SAIBOU in Tabletop Games
Aug 29, 2019
Do you ever get that feeling where you just want to simulate the growth of a culture of cells and the affects of bacteria and viruses within those cultures? Honestly, I never do. But I was pleasantly surprised to learn that someone had designed a game to do just that. So buckle up and let’s learn about the Saibou – the cell.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.
Purple Phoenix Games (2266 KP) rated Cosmic Run: Express in Tabletop Games
Oct 27, 2021
Components are obviously an integral part of games. Some games are beasts when it comes to components – boasting large numbers of included components to bolster the gameplay. And then you have games that have mastered the art of gameplay utilizing a minimal number of components. Cosmic Run: Express is one of these games, consisting of only 25 cards. But does the gameplay hold up for such a physically small game? Read on to find out!
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
Hazel (1853 KP) rated Kids of Appetite in Books
Dec 14, 2018
<i>This ARC was provided by the publisher via NetGalley in exchange for an honest review
They lived and they laughed and they saw that it was good.</i>
<i>Mosquitoland </i>was the best book I read last year (2015) and I was excited to discover what David Arnold would write next. I approached<i> Kids of Appetite</i> with mild trepidation; what if it did not live up to my expectations? Need not have worried – it was brilliant. Dubbed a “tragicomedy” <i>Kids of Appetite</i> is a combination of realistic, heartbreaking experiences with intellectual humour.
The book opens mid interview at a local police station where two teenagers, Vic and Mad, are being questioned about a murder their friend has supposedly committed. From there, the story backtracks a week and proceeds to bring the reader up to date. It all begins with Vic running away from home, distancing himself from his mother and her new partner. By chance, a coincidence – a bump, Vic would say – he is found by Mad who introduces him to a small group of homeless friends. Vic may not have packed in preparation for life on the streets – or in a greenhouse as it turns out – however he did grab the urn containing his late father’s ashes before racing out of the house. Along with the urn is a letter containing cryptic clues that lead to various locations that Vic’s father wished for his ashes to be scattered. He, along with his new found friends; make it a mission to put his father to rest.
It is not possible to label the general theme of the book. <i>Kids of Appetite</i> is a story full of stories. Each character has their own past, something that led them to the situation they find themselves in now. The group consists of five members – once Vic has been accepted. Baz, at age twenty-seven, is clearly the leader: responsible, caring, and fatherly – until accused of murder. Seven years younger is Zuz, Baz’s mute brother, and finally Coco, an eleven year old with the mouth of a foul old lady. It is Coco, amongst all her swearing and hilarious misuse of words, that coins the name <i>Kids of Appetite, KOA</i> for short, a play on words: they are not solely in want of food, they hunger for life.
Initially it would appear that the main focus will be on Vic: his father’s death, his mother’s new partner, Moebius (facial paralysis) – a syndrome that results in a lot of bullying and discrimination – and, of course, his flight from home. However the remaining members of <i>KOA </i>equally contribute to the overall narrative. Mad, like Vic, knows what it is like to lose a father. Unfortunately she also knows what it is like to lose a mother. Her life since the fateful car crash that left her and orphan has been full of abuse and uncertainty. Baz and Zuz, on the other hand, have escaped a traumatizing childhood in the midst of the Congo Civil War.
Similarly with <i>Mosquitoland</i>, Arnold’s second book is full of intellectual knowledge and humour complete with references to highbrow material. Vic is obsessed with an operatic song and deeply interested in abstract art, particularly Matisse. He pulls the artist’s work apart in search of meaning and relatable truths of life. Like Vic, Mad has a particular song she draws comfort from. The lyrics help her make sense of the world around her, and produce her own manifesto – Madifesto, rather. She is particularly fascinated by S E Hinton’s <i>The Outsiders</i> – a book I have not read, but am obviously going to now. With in-depth theories purloined from her favourite novel, she encourages and advises those around her.
The murder investigation is evidently another key point of the book. I do not want to say too much on the matter as it would not be fair to give the ending away. Be reassured that<i> Kids of Appetite</i> is not a thriller, crime or horror novel; it is the events and dialogue leading up to the conclusion that make up the greatest parts of the story.
It is essentially the characters that make <i>Kids of Appetite</i> such a fantastic work of fiction. Their background stories are all based on real life experiences of many people throughout the world, but it is their opinion of life, their terminology, and their reckless enthusiasm that really impacts the reader. <i>Kids of Appetite</i> is a book to be read over and over again. So many phrases can be lifted and quoted to explain our own lives and feelings. In fact, the entire novel is one big quote to sum up life itself. Although there are so many themes, stories and ideas, there is one clear message. Let go. Let go of the past. Let go of the things that hold you back. For Vic and Mad it is the death of their parents; for Coco it is abandonment; and Baz and Zuz learn to let go of their violent childhood.
David Arnold is an extremely talented author, seamlessly flowing from one notion to another, whilst sweeping the reader into a sea of pure emotion. He may over use the word “ergo” and have an unconventional penchant for ellipses, but that only adds to the uniqueness of the writing. There may be an excessive amount of expletives, however that is overshadowed by the pure genius of the story itself. <i>Kids of Appetite</i> is a book I want to recommend to all. The blurb likens it to authors Rainbow Rowell and Jennifer Niven – I would like to throw John Green into the mix – and should appeal to many Young Adult readers. I could write forever about this book, but I would rather you go and read it yourself. And whilst you read, remember:
<i>They lived and they laughed and they saw that it was good. </i>
They lived and they laughed and they saw that it was good.</i>
<i>Mosquitoland </i>was the best book I read last year (2015) and I was excited to discover what David Arnold would write next. I approached<i> Kids of Appetite</i> with mild trepidation; what if it did not live up to my expectations? Need not have worried – it was brilliant. Dubbed a “tragicomedy” <i>Kids of Appetite</i> is a combination of realistic, heartbreaking experiences with intellectual humour.
The book opens mid interview at a local police station where two teenagers, Vic and Mad, are being questioned about a murder their friend has supposedly committed. From there, the story backtracks a week and proceeds to bring the reader up to date. It all begins with Vic running away from home, distancing himself from his mother and her new partner. By chance, a coincidence – a bump, Vic would say – he is found by Mad who introduces him to a small group of homeless friends. Vic may not have packed in preparation for life on the streets – or in a greenhouse as it turns out – however he did grab the urn containing his late father’s ashes before racing out of the house. Along with the urn is a letter containing cryptic clues that lead to various locations that Vic’s father wished for his ashes to be scattered. He, along with his new found friends; make it a mission to put his father to rest.
It is not possible to label the general theme of the book. <i>Kids of Appetite</i> is a story full of stories. Each character has their own past, something that led them to the situation they find themselves in now. The group consists of five members – once Vic has been accepted. Baz, at age twenty-seven, is clearly the leader: responsible, caring, and fatherly – until accused of murder. Seven years younger is Zuz, Baz’s mute brother, and finally Coco, an eleven year old with the mouth of a foul old lady. It is Coco, amongst all her swearing and hilarious misuse of words, that coins the name <i>Kids of Appetite, KOA</i> for short, a play on words: they are not solely in want of food, they hunger for life.
Initially it would appear that the main focus will be on Vic: his father’s death, his mother’s new partner, Moebius (facial paralysis) – a syndrome that results in a lot of bullying and discrimination – and, of course, his flight from home. However the remaining members of <i>KOA </i>equally contribute to the overall narrative. Mad, like Vic, knows what it is like to lose a father. Unfortunately she also knows what it is like to lose a mother. Her life since the fateful car crash that left her and orphan has been full of abuse and uncertainty. Baz and Zuz, on the other hand, have escaped a traumatizing childhood in the midst of the Congo Civil War.
Similarly with <i>Mosquitoland</i>, Arnold’s second book is full of intellectual knowledge and humour complete with references to highbrow material. Vic is obsessed with an operatic song and deeply interested in abstract art, particularly Matisse. He pulls the artist’s work apart in search of meaning and relatable truths of life. Like Vic, Mad has a particular song she draws comfort from. The lyrics help her make sense of the world around her, and produce her own manifesto – Madifesto, rather. She is particularly fascinated by S E Hinton’s <i>The Outsiders</i> – a book I have not read, but am obviously going to now. With in-depth theories purloined from her favourite novel, she encourages and advises those around her.
The murder investigation is evidently another key point of the book. I do not want to say too much on the matter as it would not be fair to give the ending away. Be reassured that<i> Kids of Appetite</i> is not a thriller, crime or horror novel; it is the events and dialogue leading up to the conclusion that make up the greatest parts of the story.
It is essentially the characters that make <i>Kids of Appetite</i> such a fantastic work of fiction. Their background stories are all based on real life experiences of many people throughout the world, but it is their opinion of life, their terminology, and their reckless enthusiasm that really impacts the reader. <i>Kids of Appetite</i> is a book to be read over and over again. So many phrases can be lifted and quoted to explain our own lives and feelings. In fact, the entire novel is one big quote to sum up life itself. Although there are so many themes, stories and ideas, there is one clear message. Let go. Let go of the past. Let go of the things that hold you back. For Vic and Mad it is the death of their parents; for Coco it is abandonment; and Baz and Zuz learn to let go of their violent childhood.
David Arnold is an extremely talented author, seamlessly flowing from one notion to another, whilst sweeping the reader into a sea of pure emotion. He may over use the word “ergo” and have an unconventional penchant for ellipses, but that only adds to the uniqueness of the writing. There may be an excessive amount of expletives, however that is overshadowed by the pure genius of the story itself. <i>Kids of Appetite</i> is a book I want to recommend to all. The blurb likens it to authors Rainbow Rowell and Jennifer Niven – I would like to throw John Green into the mix – and should appeal to many Young Adult readers. I could write forever about this book, but I would rather you go and read it yourself. And whilst you read, remember:
<i>They lived and they laughed and they saw that it was good. </i>
Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.