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Matthew Krueger (10051 KP) rated Coup in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
Easy to Learn (3 more)
Lying about who you are
Quick Rounds
High replayablity
Hard to Master (1 more)
Don't know who's who and who's lying
Lie, Deceit and Protray
Coup- is one of the two games i bought at this years Pax East. It is also one of the first board games that i bought. The second being Coup. Now since then I have like 25 board games. I love collecting board games cause i can either play them with my family or go solo. Personality i love going solo in board games.
I learn about this game through the Funhaus Channel. And personality wanted to buy it after watching it. It looked easy, fun and entertaining. So when i saw it at Pax i knew i had to by it. If you dont know what Coup is or never heard of it. Let me explain.
Coup came out in 2012 was published by Indie Boards & Cards for 2-6 players.
In Coup you are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
Gameplay:
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Its a fun entertaining deduction party card game and a must play if you havent played it yet.
I learn about this game through the Funhaus Channel. And personality wanted to buy it after watching it. It looked easy, fun and entertaining. So when i saw it at Pax i knew i had to by it. If you dont know what Coup is or never heard of it. Let me explain.
Coup came out in 2012 was published by Indie Boards & Cards for 2-6 players.
In Coup you are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
Gameplay:
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Its a fun entertaining deduction party card game and a must play if you havent played it yet.
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David McK (3425 KP) rated Doctor Strange in the Multiverse of Madness (2022) in Movies
May 15, 2022
Marvel's first horror (themed) movie?
So, Benedict Cumberbatch's Doctor Strange?
He's now appeared in six MCU movies, including this one (which is only his second solo outing). In order, they are:
Doctor Strange (2016)
Thor: Ragnorak (2017)
Avengers: Infinity War (2018)
Avengers: Endgame (2019)
Spider-Man: No Way Home (2021)
Doctor Strange in the Multiverse of Madness (2022)
As well as that, he's also appeared in perhaps the best episode of Marvels animated 'What If ...' series, titled 'What if ... Doctor Strange lost his heart instead of his hands?@
The reason I mention the latter?
Because, roughly halfway through this, Dr Strange falls through the Multiverse (first shown on the big screen in No Way Home): one of which looks very much like the animation style used in said series.
The films also relies heavily on the aftermath from TVs WandaVision (although a brief reprise of that is given by Wanda herself, with Vision barely getting a mention), in that Wanda is now desperate to find her missing children and has the Darkhold in her possession.
She also goes on to show why she is one of - if not the - most powerful beings in the MCU, which is where a lot of the horror elements in this story come into play. It is a Sam Raimi film, so if you've seen The Evil Dead (or even the original Spider-man trilogy, in particular Spider-Man 2), you know the type of thing: crazy camera angles, unsettling imagery, zombies, the damned ....
Oh, and it also definitely - finally! - opens up the MCU for the inclusion of the X-Men or The Fantastic Four.
He's now appeared in six MCU movies, including this one (which is only his second solo outing). In order, they are:
Doctor Strange (2016)
Thor: Ragnorak (2017)
Avengers: Infinity War (2018)
Avengers: Endgame (2019)
Spider-Man: No Way Home (2021)
Doctor Strange in the Multiverse of Madness (2022)
As well as that, he's also appeared in perhaps the best episode of Marvels animated 'What If ...' series, titled 'What if ... Doctor Strange lost his heart instead of his hands?@
The reason I mention the latter?
Because, roughly halfway through this, Dr Strange falls through the Multiverse (first shown on the big screen in No Way Home): one of which looks very much like the animation style used in said series.
The films also relies heavily on the aftermath from TVs WandaVision (although a brief reprise of that is given by Wanda herself, with Vision barely getting a mention), in that Wanda is now desperate to find her missing children and has the Darkhold in her possession.
She also goes on to show why she is one of - if not the - most powerful beings in the MCU, which is where a lot of the horror elements in this story come into play. It is a Sam Raimi film, so if you've seen The Evil Dead (or even the original Spider-man trilogy, in particular Spider-Man 2), you know the type of thing: crazy camera angles, unsettling imagery, zombies, the damned ....
Oh, and it also definitely - finally! - opens up the MCU for the inclusion of the X-Men or The Fantastic Four.
Micah Ulibarri (79 KP) rated the PlayStation 4 version of STAR WARS Battlefront II in Video Games
Apr 3, 2018
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.
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.
Neon's Nerd Nexus (360 KP) rated Child's Play (2019) in Movies
Jun 22, 2019 (Updated Jun 22, 2019)
Childs Play is a strange & maybe unnecessary reboot of a cult classic series of films that are still going strong. That being said this new film does manage to hold its own as a solo slasher & throws in enough new ideas to keep things feeling fresh & fun while most importantly of all staying faithful to the original formula. Lets get one thing out the way here the doll design of chucky in this film is horrendous & down right hideous looking (not in a good way) I get they needed to change the way he looked slightly but this doll side on especially has one ugly & bulky side profile. Its not so bad when he's face on or half shadowed in darkness & there are some genuinely creepy scenes involving the glowing eyes. Mark Hamill is the perfect choice voice wise & really does bring life, comedy & creepiness to an other wise soulless character. Plot is quite basic & characters are also fairly paint by numbers too but the cast do bring the movie to life with believable acting & fun interactions with each other. Atmosphere is built up nicely especially in the first half as its tense, unnerving & slowly paced making the viewer earn its kills & scares. These a big sense of nostalgia here too & the film does over all feel like it was made in the 80s despite its squeaky clean look at times. References, nods & inspirations litter the film too & genuinely feel clever rather than like a cheap 'remember this'. Delivering on gore this instalment has some nasty death scenes & the finally is deliciously over the top. I did however much prefer the first half over the second half as I found the slower pacing way more tense & creepy especially seeing this doll gradually learn to kill with almost a sense of naivety, innocence & good intention to it. You could also argue the creation of the doll is our fault as consumers & our desire to want more/connect more. Chucky could also be metaphor for how soulless & desensitized we have become too. Childs Play doesnt need to exist at all but manages to stand on its own two feet as a ridiculous, creepy, devilishly funny & extremely entertaining just dont expect anything ground breaking or intelligent & you will be sure to have a blast Buddi.
Purple Phoenix Games (2266 KP) rated The Lost Expedition in Tabletop Games
Jul 22, 2021
El Dorado – the lost city of gold. Many have searched for this fabled civilization, but none have prevailed… yet. Gather up your team of experts and pack your bags for the jungle – you’re headed on an adventure! Can you find the path to this lost city and get there alive? Or will the encounters of the wilderness prove to be too much to handle? Only one way to find out….
Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L
The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.
Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.
During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the team’s explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition – it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and you’ve really got to have a strategy. Maybe you’re low on Ammunition, but in order to gain back some much-needed Health, you’ve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.
That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you can’t tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round – but what if they choose the action you didn’t want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldn’t the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.
Let’s touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think it’s ok. It is strategic and entertaining, with the added elements of teamwork and cooperation – you either win together or lose together. As a group, you’ve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But it’s one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isn’t your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.
Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L
The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.
Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.
During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the team’s explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition – it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and you’ve really got to have a strategy. Maybe you’re low on Ammunition, but in order to gain back some much-needed Health, you’ve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.
That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you can’t tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round – but what if they choose the action you didn’t want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldn’t the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.
Let’s touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think it’s ok. It is strategic and entertaining, with the added elements of teamwork and cooperation – you either win together or lose together. As a group, you’ve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But it’s one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isn’t your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.