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Draftosaurus
Draftosaurus
2019 | Animals
YESSSSS Let’s build a dinopark! I have been waiting for this for years! Yes, I know that Dinosaur Island exists. It’s a good game. In fact, I think it’s a great game. But I have been waiting for a quick game of building a dinopark that I can also share with my young kids. Have I found it with Draftosaurus, or is this just another in a long line of drafting games?

Draftosaurus is so appropriately named due to being a drafting game with a dinosaur theme. Instead of typically drafting cards, however, players are drafting adorable little dinomeeples to populate their theme park attractions. Each attraction, or pen in the game, offers different points for having different dinos in each, or the same, or just one, or exactly three, et al. The player with the most points from these pens at the end of the game is the winner!


To setup, every player receives a park board. Populate the draw bag with dinomeeples based on the number of players using the table in the rulebook. Give the wooden placement die to the youngest player and play can begin!
A game of Draftosaurus spans exactly two rounds. Each round is exactly the same: each player grabs six dinomeeples from the bag, active player rolls the die, players draft dinos, players pass the remaining dinos. Repeat these steps starting at die rolling, but the die is passed along with the dinos from the active player. This is repeated until all dinos have been drafted and placed in pens. Easy right?


The true nature of the game and the most fun part is in the placement die and placement of the dinos in the pens. When the die is rolled, this signifies specific placement rules for all players except the active player. So perhaps the die shows that dinos must be placed in the Grasslands, which are the pens on the bottom portion of the boards. Or maybe the die shows that new dinos may only be added to pens that currently have no dinos in them. Again, these rules do not apply to they that rolled the die, but rather every other player. Herein lies the scrumptious struggle: where does one place the dinos they currently possess in their hand from their neighbor? What pens will score the most points at endgame? Can a T.Rex really be appropriate in this pen? The choices can be maddening, or one can play the game with complete laissez-faire and still have a great time. After two rounds the game ends and players look upon their parks with pride as they count up their final scores.
Components. I really only know Ankama from the Krosmaster games, which though I am not really a fan of, the components are great. I believe Ankama has provided excellent components for Draftosaurus. The dinomeeples are all excellently colored and designed. The boards are good quality, though I question the “Grasslands” being brown and kinda devoid of grass. All in all, the components are great and I love handling them and playing with them.

Yes, we always include our scores at the beginning of each review. So you all already know what I’m about to say here. I love this game! I love having so many options available to me, only to have the die roll tell me I can’t do exactly what I want, so I have to alter my strategy on a dime. I love being able to see my dinos filling up the park (or swimming in the River if there are no places for them) and watching them frolic… well, okay not frolic in tight spaced pens. No wonder they all went crazy and escaped in those movies. In any case, if you or your family/friends/playdates enjoy drafting games, but want something a little different, while respecting your playtime (something that many drafting games extend) take a look at Draftosaurus. Even children can get in on the action, as there is no need to be able to read, necessarily. I haven’t yet tried it with my 3-year-old, but I think I will this weekend now. That all said, Purple Phoenix Games gives this one an enthusiastically Triassic 19 / 24. Just keep Newman and Nick Fury away from your game table.
  
Deckscape: Crew vs Crew - The Pirate's Island
Deckscape: Crew vs Crew - The Pirate's Island
2021 | Card Game, Pirates, Puzzle, Real-time
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and having played two other Deckscape games, how did this one fare for me? Much better. Read on.

These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more info, you may purchase a copy online or from your FLGS. -T


To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.


Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.

Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.

I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.
  
Tutankhamun
Tutankhamun
2021 | Abstract Strategy, Ancient
Tutankhamun (per dictionary.com, the pronunciation is as such: [ toot-ahng-kah-muhn ]) is regularly shortened and often referred to as “King Tut.” My real question is that if the first syllable is “toot,” why do we not call him King Toot? I have a 5 year old boy and a 2 year old girl at the time of this writing, so I can tell you EXACTLY why we don’t call him King Toot, but that’s for another discussion. Never having played the original version, will I enjoy this new version of the game by world-renowned designer Dr. Reiner Knizia?

In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.

Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.

God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.

Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.


Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!

What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.

Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!

At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
  
Ticket to Ride
Ticket to Ride
2004 | Transportation, Travel
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.

Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.

What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.

But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.

DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T

Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.

So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.

Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
  
Solo: A Star Wars Story (2018)
Solo: A Star Wars Story (2018)
2018 | Action, Sci-Fi
Solo? So-so.
When the whole Disney “broaden out the Star Wars universe” thing was first mooted I was NOT enthusiastic about the prospect. Then, in Christmas 2016 “Rogue One” burst onto our screens as a breath of fresh air, and I thought “OK, I can be wrong!”. But even jolted by that pleasant surprise, I always thought that the second proposed diversion off the main hyperspace highway into “Radiator Springs” – a Han Solo back-story flick – might fall short. It just didn’t float my boat.

Add into that proposition the decision to give the film initially to “The Lego Movie” directors Phil Lord and Christopher Miller (why Disney? why?); them trying to forge it as a ‘comedy’; them falling horribly short and being fired by Disney; Disney bringing Ron Howard (“Inferno“, “Rush“) in to try to salvage the project; and Howard reportedly re-shooting 75% of the film and you have the makings of a turkey of galactic proportions.

With all that being said, I was surprised I enjoyed it as much as I did. But that’s off a very low base of expectation.

As you might guess, we go back to see Han… just Han… as a delinquent youth trying to keep his head above water under the thrall of the Fagin-like Lady Proxima (who – no pun intended – keeps her head under the water for most of the time). He is desperate to pull off a con that’s lucrative enough that it will get him and his girlfriend Qi’ra (Emilia Clarke, “Me Before You“; “Terminator: Genisys“; “Game of Thrones”) off-planet and into a free life. Things don’t go to plan though and Han – now Han Solo – finds himself a trooper of the Galactic Empire. He links up with fellow rogues Beckett (Woody Harrelson, “War for the Planet of the Apes“; “Three Billboards in Ebbing, Missouri“), Val (Thandie Newton, “Westworld”, “2012”), Rio (voiced by Jon Favreau, “Spider-Man: Homecoming“; “Iron Man Three“) and their assertive and rebellious droid L3-37 (voiced by Phoebe Waller-Bridge) in a get-rich-or-die mission for vicious gang-boss Dryden Vos (Paul Bettany, “Avengers: Infinity War“).

The film has its moments for sure:

There are some nice background touches: an army recruitment video plays to the sound of John William’s empire march (played I am assured by my more musical wife in a major key to sound more uplifting and positive!);
Han’s first meeting with that famous walking carpet (played by Joonas Suotamo) is memorable, as is the introduction to that “card player, gambler and scoundrel” Lando Calrissian (Donald Glover, “The Martian“, “Spider-Man: Homecoming“): all flamboyance, self-regard and well-dressed ego;
solo2
Never count your money while you’re sitting at the table. Lando Calrissian played by Donald Glover putting his ship (you probably haven’t heard of it) on the line. (Source: Lucasfilm).
the character of L3-37 is an excellent addition to the saga, forcefully demanding equality for droids: I would have liked to have seen much more of her;
there is a nice twist on the Greedo/Han “who shot first” debate;
production design and special effects are up to standard for a Star Wars film, and I enjoyed John Powell’s score, incorporating a new ‘young Han’ theme from John Williams himself;
and Erin Kellyman (in here movie debut) is just breathtaking and strikingly brilliant as the be-freckled renegade Enfys Nest.
But overall it’s all a bit disjointed and jumbled, probably as befits its growing pains. We are introduced to Solo within five seconds of the film’s opening….. BAM! No exquisite ‘reveal’ as we saw with River Phoenix in “Indiana Jones and the Last Crusade”. I found this disconcerting and it took me ten minutes to get into the film as a result.

When it gets going it rather tries too hard to join up more Star Wars dots than it needs to. “Rogue One” did that exceedingly well, but that was because it needed to as ‘Episode 3.5’. Here there are visual and verbal references everywhere as the screenwriters (Lawrence and Jonathan Kasdan) desperately try to knit their story into the canon. As an example, the action moves to the mines of Kessel at one point. Kessel? Kessel? Wasn’t that a throwaway C3PO line from the “A New Hope” about being “smashed to who knows what” in said mines?. So obviously, in the WHOLE GALAXY that’s where the story leads us, with the local lingo for the hyperspace fuel McGuffin at the heart of the plot being “spice”! It’s all a bit too trite for my liking.

And while a key protagonist appearing near the end of the film (no spoilers) is both a startling surprise and great fun, don’t get me started on the timeline implications…. (see the spoiler section below the trailer for more).

Alden Ehrenreich, who was just brilliant in “Hail Caesar” (“Was that it t’WERRRE so simple“) for me barely makes it past bland in the lead role. One of the defining characteristics of Harrison Ford’s Solo was his swagger and bravado and unfortunately Ehrenreich barely rates a three out of ten on the scale. I also found the chemistry with Emelia Clarke to be lukewarm. Clarke still seems to be struggling to make a significant breakthrough to the big screen…. “Me Before You” still seems to be her high water mark so far. Here she has a key and complex role, but comes over as just plain unconvincing and “meh”.

Ron Howard has clearly done a good job in buffing up a poisoned chalice so it can at least share space on the Star Wars shelf without being laughed out of the Cantina. Perhaps with a more coordinated and thought-through run-up to a Solo sequel (more Enfys Nest please!) this offshoot might have legs.