Purple Phoenix Games (2266 KP) rated Proving Grounds in Tabletop Games
Aug 23, 2021
Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.
As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.
Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.
After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.
It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!
However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.
So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!
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Mothergamer (1613 KP) rated the PC version of Assassin's Creed: Brotherhood in Video Games
Apr 3, 2019
Cliffhanger ending aside, Brotherhood does not disappoint. You get to play as Ezio Auditore once again fighting against the Borgia clan. Ezio is now a leader and you can recruit assassins throughout the city of Rome and build up assassin signals to take out guards, enemies, and even send them out on contract missions. There are many great side quests, including one with Ezio's old friend Leonardo Da Vinci. Leonardo's Machines was one of my favorite side quests because not only was it fun to play, but it was interesting to see all the great designs spring to life for the various missions. The tank was my favorite by far! The rebuilding quest is back, only this time you rebuild Rome and there are many great rewards with it.
Brotherhood isn't completely perfect as there are a few bugs that the developers seem to have missed. One frustrating bug was if you went through one of the hidden tunnels before you were formally introduced to it in the game, you would spawn in front of it and desynchronize repeatedly. There was nothing to do about it, except start a new game. Another bug was a design graphic error with the cinematic of when you recruit an assassin to your cause. The new recruit was just a floating head with a body following it, and their neck was missing. There is also a bug where the game will freeze during game play for no reason at all and the only thing you can do is reboot everything. I only had this happen to me once, but a couple of my friends had it freeze up on them two or three times during missions.
Overall, the game was a blast to play and I did love that all you had to do was whistle or make a hand motion to call on several assassins to take out all your enemies. The historical notes are informative as well and the artwork and music enhance the experience of playing the main missions and the side ones. There's great downloadable content also to add to the fun. I will definitely be playing through it again and have a great time doing it. If you haven't picked up Assassin's Creed Brotherhood yet, I suggest you do so because it is a game that definitely entertains.
Purple Phoenix Games (2266 KP) rated Horreos in Tabletop Games
Jan 23, 2022
Hórreos is a 2-player game in which players are competing to build the most effective and aesthetically pleasing hórreo in town. What is a hórreo? It is a building for storing grain, elevated from the ground to prevent rodents from infiltrating the structure. So in this game, players are building long and ornate hórreos that not only look stunning, but can keep the rats out of the grain! To setup for a game, each player receives 2 Action cards and the Hórreo cards are shuffled. The deck is placed between the players, and the top card is placed beside the deck to form a 2-card Market. The Leader card is placed beside the Market, facing the starting player. Pictured below is the setup for the beginning of a game.
Over a series of rounds, players will be taking 1 of 4 possible actions as they attempt to build the highest-scoring structure. Each player has 2 Action cards at their disposal. Each Action card has 2 possible Actions on it – one card is Sabotage or Plan, the other is Steal or Build. Both players will secretly choose whichever Action they wish to perform this turn, and place their card face-down in front of them. Players will then simultaneous reveal their chosen Actions, and they will be resolved in the following order – Sabotage, Plan, Steal, and Build. If a player has chosen to Sabotage, they will rotate their opponent’s Action card, forcing them to perform the other listed action this round. To perform the Plan action, the player will select one of the cards from the Market to be placed into their personal supply tableau. If you have chosen to Steal, you will select a card from your opponent’s supply, and take it into your own supply tableau. And finally, to Build is to move a card from your supply to your hórreo. Cards in your hórreo cannot be stolen. As with many other ButtonShy games, cards in your hórreo may be placed adjacent to, or even overlapping, previously played cards – cards may never be tucked under cards in your existing hórreo.
If both players have chosen the same action, the player with the Leader card facing them gets to decide which player will resolve their action first. The Leader card is then rotated to face the opposite player, and so on, for future ‘ties’. An important note – you cannot pick the same Action twice in a row, you must pick one of the other 3 Actions. So take that strategic tidbit into consideration when deciding what to do each round! The game continues in this fashion, with players selecting/simultaneously revealing Actions, resolving their Actions in order, and building their hórreo until there is 1 or fewer cards left in the Market and the players’ supplies at the end of a round. At that point, the game ends, points are tallied, and the winner is declared!
Points are scored in several ways. Most of the hórreo cards are ‘decorated’ with crosses and pikes, and each pair you have in your final hórreo will earn you points. Similarly, the number of doors in your hórreo, as well as adjacent pillars supporting your structure, will earn you points dependent upon the number (the more doors you have, the more points you earn, etc.). As mentioned earlier, you’re trying to keep these pesky rats out of your grain, so any rat pictured on your cards is worth -2 points, but each owl you have pictured eats (cancels out) one rat. And of course, whichever player has build the longest hórreo earns extra points. All points are tallied, and the player with the highest score is the winner!
I have to admit that Hórreos surprised me. The gameplay seems simple enough, so I honestly wasn’t really expecting a lot from this game. For such a small game, Hórreos is all about strategy. Each round, you only have 4 Actions from which to choose, and that really forces you to think long-term with your strategy. But at the same time, since Actions are revealed simultaneously and resolved in a set order, you have to consider what your opponent might do. For example, the Sabotage action forces the opposing player to use the other Action of their chosen card this round. Can you bluff your opponent into playing that Sabotage, forcing you to switch Actions, thus letting you perform the Action you really wanted to perform? That goes hand in hand with the fact that you cannot choose the same Action twice in a row. Can you anticipate your opponents moves to benefit your strategy? Or will you be out of touch, and thus be forced to essentially waste a turn performing an Action that you actually didn’t want to? And don’t forget the Leader card – if players both pick the same Action, the Leader can decide who resolves first. Maybe it’s strategically better to let your opponent resolve first, so then you can just negate what they just did, or vice versa.
To touch on components for a minute, this is a game of 18 cards in a wallet. So nothing out of the ordinary for ButtonShy. That being said, production quality is always top notch with these games, and I have no complaints. the cards are thick and sturdy, and the wallet is nice and supportive. The artwork is thematic and refreshing, while not being too overwhelming. Is it the most beautiful game I’ve ever seen? No. But it is aesthetically and thematically appropriate, and gives a serene and peaceful vibe. ButtonShy has yet to disappoint with their components, so I am definitely a big fan!
Hórreos is a pretty solid game. I’m not personally a huge fan of ‘take that’ type games, and there is an element of that in this gameplay. But there seems to be enough strategy needed to negate some of that direct competitiveness. The game itself is fast to teach, learn, and play, and that adds to the overall appeal. It’s not necessarily my favorite 2-player game, but it’s one that I can see myself pulling out often when I’ve got a quick minute between other games, or when I’ve got a little downtime. Purple Phoenix Games gives this one a structural 4 / 6. Check it out if you’re in the market for something small, yet strategic!
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