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A Gentle Rain
A Gentle Rain
2021 | Puzzle
“Take a deep breath and relax…” These words greet you as you open the box for A Gentle Rain, and they certainly set the tone for some cathartic experience. Such was the case when upon opening a mystery mailer I found a copy of A Gentle Rain. I had no idea it was coming to me, but it came, I played it, and it did indeed set my soul at ease for the 30 minutes I spent playing several games of it. Mystery games are always good, right? Even when they are bad? But how was this little soothing surprise?

A Gentle Rain is a solo tile placement puzzle game. In it the player is attempting to help eight lily varieties to bloom during a rain shower. This magnificent experience sets alight the spirit of the player and transports them to a new level of zen. Or they simply win the game. It just depends how into it one likes to be.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game (I think), so what you see in these photos is probably 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 A Gentle Rain, gently place on the table the eight blossom tokens. Near these place the shuffled stack of lake tiles, face-down. Flip over the top lake tile and place it on the table in whichever orientation your heart desires. You may now begin your tour of the lake.
On a turn the player will draw a tile from the top of the lake tile stack and attempt to place it on the table, joining a matching straight side to an existing lake tile on the table. As more and more lake tiles are revealed and placed the player may notice a group of four adjoining tiles forming a square. Once this is achieved the player may choose one of the completed lilies showing in this completed square and place a related blossom token in the created circular space. Placing the tokens allow this type of lily to bloom and nurture the player’s natural essence. Should a drawn tile have no space to occupy, it will be safely discarded and allowed to watch the magical spectacle unfold before it.


The lake journey continues in this fashion until either all blossom tokens have been placed in their respective safe spaces or all lake tiles have been drawn and placed or discarded. The player will count all blossom tokens placed for their final score, and if all eight blossom tokens were placed, will also add the number of lake tiles remaining with their brethren in the draw stack. These scores represent the level of enlightenment achieved by strolling near the lake to take in its beauty.
Components. This game is comprised of eight blossom tokens and a bunch of lake tiles in a small box. The lake tiles are all different and feature different lily semi-circles on the edges. They are thick enough to withstand multiple multiple plays and feature incredibly serene artwork. Similarly, the blossom tokens contain beautiful lily depictions upon painted wooden discs. The components in this game are high quality, and suited for addicted gamers’ need for play after play.

Again, I was surprised, not only by simply receiving the game out of the blue with no prior notification, but also by how much I truly enjoy playing this. The rulebook suggests pouring a cup of tea or other soothing beverage (chai is by far my favorite, with Earl Grey several leagues behind), and I certainly follow rulebooks’ suggestions every chance I get. What I was given here is a wonderful solo experience that I will absolutely be rewarding myself with many times in the future.

The puzzly bits of the game are not at all frustrating, as some puzzle games can be, but you truly feel bad for the lilies that you were unable to find a suitable match for it so it can bloom and display its beauty. And when a blossom token is finally placed, I found that I smiled a bit and wished the blossom a nurturing rain shower. Now, of course I have been using flowery words mostly in jest, but truthfully, this game does put one’s mind at ease for a spell. I have been slightly more stressed than normal lately and for some reason this game was EXACTLY what I needed at this point in my life. Destiny? Perhaps. Extremely lucky coincidence? Perhaps that is the same thing…

If you are a fan of puzzle games that can be played solo and that are addicting, then you must take a look at A Gentle Rain. I believe every gamer can appreciate the theme and artwork, and the design is so refreshing and simple. I will be treasuring this little gem for a very long time, and its small footprint makes it a near perfect travel companion. I give this one a very high recommendation for ALL gamer types and ages. Go find a copy today!
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
  
Belfort
Belfort
2011 | City Building, Economic, Fantasy
I don’t know if I have ever just come out and said it before, but I love worker placement games. I just adore the mechanic and if a game includes it, the chances of me liking it are quite good. Belfort is an older game now (almost 10 years old!) so does it still excite and deliver the goods when so many other great worker placement games have been produced since it debuted?


The winner of Belfort is the player who, at the end of seven rounds of play, earns the most Victory Points (VP). Players will earn victory points by having majority of buildings claimed within the five districts of Belfort. To claim a building, players will be shrewdly sending workers to mines, the forest, and various buildings and guilds of Belfort to recruit more workers and earn the ever-important buck to finance these buildings.
Setup is kind of a beast, so I won’t detail everything here. Similarly, I will not be detailing every rule in the book, as there are just too many. But, I will give a general flow of the game so readers may be able to decide if this is a game they must add to their collections.

Once the game is setup and player order is established, each player will complete their entire turn in player order. Players will have many choices available to them on their turn: place workers on various buildings they had previously built, place workers on guild tiles to access powerful abilities, recruit more workers, hire gnomes to unlock certain portions of buildings, gaining more building plans, visiting the trading post to exchange resources, transform normal workers into master workers, and lastly assign workers to gather resources (wood, stone, metal, and gold) in the forests and mines surrounding Belfort.

At certain times during the game players will score their efforts to move up (and down) the VP track. It is at the end of the third and final scoring that the game ends and a victor is crowned.


While this is a very broad and general description of the rules of Belfort, each option listed contains layers of strategic depth that, like all good worker placement games, limits the players’ abilities to go everywhere they like as workers are in limited supply. For those gamers who have never played a worker placement game, this is both excruciating and delicious.
Components. This game boasts way too many components for the box in which is barely contained. I say this with one complete expansion and the promo set of guild tiles included, and the latest expansion on the way. All of the components in this game are stellar. The cards are great. All the cardboard play mats and tiles are great. The worker components and all the wooden bits are super great, AND I didn’t even mind having to sticker my own workers. The best part about the components in Belfort is definitely the art. The team designed an excellent art style for this one, and seeing little hidden jokes within the art makes it all that more interesting to me.

So DOES it hold up after all these years? I think it does. Though I would not consider Belfort an “easy” game to learn, teach, or play at first, after a few rounds players generally catch on and begin to really weigh all their options. This is a great game for think-hungry gamers. This game is conversely a bane for all AP-prone players. I fall right in the middle, but lean towards faster play at the expense of my final score. But that’s the beauty of Belfort and of all worker placement games: there are so many choices that one could easily just try to play so that they visit every location at least once. Now, by doing this the players are also ignoring the true goal of the game: area majority within the districts of Belfort, but if a player isn’t as aggressive or victory-crazed, that’s not a bad thing.

For me, I love Belfort. A lot. Unfortunately for me, during this crazy COVID time, I will not be able to play it much, and was lucky to be able to pull it out recently again after not playing it for several years. But, I always look upon the box fondly and wish I could just bust it out any time I want. Maybe someday someone will create solo rules for it and I can enjoy it that way. My wife is not a fan, but also she’s not really a fan of games that are longer than an hour generally. I cherish this game, and am quite happy to have it in my collection.
  
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Micah Ulibarri (79 KP) rated the PlayStation 4 version of STAR WARS Battlefront II in Video Games

Apr 3, 2018  
STAR WARS Battlefront II
STAR WARS Battlefront II
2017 | Shooter
Battlefront II had a lot to contend with this last year. Besides, Battlefront I being a very critically reviewed release, there was a large discussion created that could almost be referred to as a scandal concerning the loot crate system. I'm not here to talk about that. I want to review this game based on what we got.

First off, it's Star Wars. I'm a huge Star Wars fan and as such, I am always willing to buy in to anything no matter what the surrounding conversation may be. I did not buy the original game however due to it not containing a campaign or story mode. I'm usually not a big third person online shooter player so Battlefront I had nothing for me.


The story mode: I absolutely loved the story mode. The characters were originally introduced in the Battlefront: Inferno Squad novel so I was already invested in them. It involved following the continuing story of Iden Version through the end of Return of the Jedi, the 6th movie in the saga.


The plot was fun and engaging and involved not just the main character, but also scenarios in which you play as Han Solo, Lando Calrissian, Luke Skywalker, Princess Leia, and Kylo Ren. Thise were particularly fun because they change up the possible monotony of playing the same character, and also because they are beloved Star Wars characters.


There are also a number of different scenarios besides the basic run and gun you would expect from a third person shooter game. Sometimes there's a lightsaber involved. Also, and a particular favorite of mine: flight simulator in beloved spacecraft. The Millennium Falcon? Xwing? Bespin Cloud Car? You betcha.


The single player is what I bought the game for and I won't lie, that alone was worth my $60. I enjoyed it, it was properly challenging and it paid off even more when the additional chapters were added in December (free of charge).


The multiplayer wasn't as fun for me. I'm not very good against other players and I learned that quickly. I still jump on from time to time and play starfighters, but otherwise, my time with the game has been spent.


If it was just the single player I'd give it a 9. Total game is dropped due to me not enjoying the multiplayer so much.
  
Decktective: Nightmare in the Mirror
Decktective: Nightmare in the Mirror
2021 | Card Game, Deduction, Murder & Mystery, Puzzle, Real-time
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!

Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.

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


Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.


I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!

This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.

So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.

I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!