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Purple Phoenix Games (2266 KP) rated Munchkin in Tabletop Games
Jan 6, 2020
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
Kirk Bage (1775 KP) rated Coco (2017) in Movies
Mar 3, 2020 (Updated Mar 3, 2020)
As part of my project to compile a coffee table book called 21st Century cinema: 200 Unmissable Films, I have found it interesting, but not surprising, that almost 10% of the list since the year 2000 are animated features. It is an art form that Pixar and Disney especially, but many smaller studios, are excelling in, because of technological advances, and the free range of realising an imaginative vision. The trouble often is that they aren’t my first port of call anymore now I don’t have a kid around to watch them with. So it takes me some time to catch up on the good ones these days.
Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.
The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.
I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.
Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.
Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.
On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.
The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.
It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!
As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!
Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.
The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.
I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.
Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.
Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.
On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.
The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.
It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!
As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!
Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
Purple Phoenix Games (2266 KP) rated Game of HAM: Adult Set in Tabletop Games
Jul 1, 2020
We recently invested in a really great pork loin and were able to get like three excellent meals out of it (if you want recipes, that’s a different blog). I know pork loin and ham aren’t the same, but I do enjoy them immensely. That’s why when I heard about a Game of HAM I was all set and ready to begin! But what I played wasn’t a game about ham at all, but rather a game of “Hating All Mankind.” What???
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
Purple Phoenix Games (2266 KP) rated Deckscape: The Mystery of Eldorado in Tabletop Games
Mar 12, 2021
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 never having played the Deckscape system, how did it fare for me? Decent. Read on.
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. 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 a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. 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 a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Purple Phoenix Games (2266 KP) rated Ghoulash in Tabletop Games
Sep 3, 2019
Beef, elbow macaroni, tomato sauce, onions, garlic, many other spices. Combine. This is goulash.
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Purple Phoenix Games (2266 KP) rated DiTiC in Tabletop Games
Oct 2, 2019
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
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
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
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
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
Purple Phoenix Games (2266 KP) rated Doctor Who: Time of the Daleks in Tabletop Games
Sep 2, 2021
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Purple Phoenix Games (2266 KP) rated Cartographers: A Roll Player Tale in Tabletop Games
Sep 13, 2021
I have often wondered how cartography actually works. How was it that people with primitive tools were able to grasp the lay of the land and sea? And are we complete in our mapping of Earth or are there more secrets we have yet to discover? Thankfully, in Cartographers we aren’t really answering those questions, but other practical questions may arise.
Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!
Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.
Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.
Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.
Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.
After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.
Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.
I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.
We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.
If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.
Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!
Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.
Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.
Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.
Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.
After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.
Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.
I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.
We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.
If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.
Purple Phoenix Games (2266 KP) rated Zombie Kidz Evolution in Tabletop Games
Nov 9, 2021
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Charlie Cobra Reviews (1840 KP) rated Zack Snyder's Justice League (2021) in Movies
Mar 26, 2021 (Updated Mar 26, 2021)
The movie as a whole is better than the original. (2 more)
The darker tone, R rating and additional scenes of violence and bloodshed.
The additional scenes for Cyborg's and Flash's story arc were welcome and did their characters justice.
4 hour length was way too long. (2 more)
The aspect ratio being in 4:3 instead of widescreen.
I didn't like certain things about the addition of Darkseid.
This Version Far Surpasses The Original Released
This movie was way better than the one that was released in theaters. I have to say it is a super long movie but honestly the time just flew by while I was watching it. I also broke it up into 2x two hour halves but another way would be to break it into 6 parts like it has been segmented into in the movie already with 5 chapters/parts and an epilogue. I think it helped that I didn't watch the original one right before I saw this one too. I didn't because I didn't want to be too "Justice Leagued" out and because I knew that it was going to be a 4 hour movie already. There were definitely some parts that felt like they needed to be included in the original for the story to make more sense and be more cohesive story-wise but there were more than a couple that were unnecessary and could have still been left on the cutting floor in my opinion. Now people that are expecting this to be a whole new movie will probably feel disappointed and that this movie is very much the same but fans of DC or the DCEU will more than likely enjoy this film over the original. I really like the way that they included more story and scenes for characters like Cyborg and Flash. I feel that they definitely helped in fleshing out their characters who got the short end of the stick the first time around and since their characters didn't have their own stand alone movies. I also feel they fixed the way Wonder Woman was portrayed and the tension between her and Batman in the movie. I know I could bring up more points here in this part of the review and although the movie was released in 2017 and most people have seen it already, I don't want to spoil it for those who might not have seen it and their first time is going to be this version. So with that being said I'll save the rest for the spoiler review section. And now for my score/rating, I'd have to say that this movie still had a lot of issues like unnecessary scenes and a long run time and some of them stick out like a sore thumb but I really liked it and say that this was a great movie, I'm probably a little bias because I generally enjoy comic book movies and like DC as well but I give it a 8/10. And this movie gets my "Must See Seal of Approval" but only if you are a fan of DC, the DC movies or film in general and have what it takes to sit through a 4 hour movie. Also I think it's worth getting a subscription to HBOMax, if only for 1 month at the price of $15 a month because if you sign up now you'll also be able to enjoy all the other content; plus you'll be able to see Godzilla vs Kong when it's released on March 31st and Mortal Kombat on April 16th.
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Spoiler Section Review:
So I really enjoyed this movie and thought it was great. At 4 hours it was a monster of a film to get through but I'm definitely glad I watched it because it was way better than the first one that came out in theaters. One of the biggest reasons I think I liked it too was that it was rated R instead of PG-13 which is why we hear Batman and Cyborg drop F-bombs in the movie and why there is significantly more violence and bloodshed shown. The beginning was also different and had a different feel to it right away because in the original it had the memorial for Superman and in this one it doesn't. One thing that I didn't care for and thought was really annoying was how the movie wasn't widescreen but the 4:3 ratio but luckily I have a setting on my tv to change it to widescreen and I think that helped a lot. I know the composer was also changed from the original which I think was better but hard to say but the music definitely fit better. A big change was how the movie felt like it had less humor and really felt darker in tone. I think that at 4 hours long though they really added back or too many additional scenes that didn't need to be there and were completely unnecessary. The part after Bruce Wayne tries to recruit Aquaman and the Swedish or Norwegian girls sing that song was pretty unnecessary and could have been taken out as well as when Wonder Woman goes to the fire arrow place of the Amazons and walks down the stairs to look at the ancient murals. I liked how Bruce Wayne/Batman had more scenes with Alfred Pennyworth. The greatest addition to this movie in my opinion were the additional scenes for Cyborg's story arc and for Flash. These really helped flesh out their characters and do them justice especially for them not having had their own individual movies before this movie of forming the Justice League. I like how Flash saved Iris in that one scene in front of the pet shop. The flashbacks for Cyborg were really cool too and how they showed more of his Mom that we never got to see humanized him a lot more. One of my favorite things that they changed was black suit Superman, that was awesome that they added that, straight out of the comics. I liked how they showed more action scenes of Wonder Woman especially the extended version of her fighting off the terrorists in the museum or wherever it was they went to blow up the kids. I also liked how they changed the scenes of Batman and her and instead made it more about the team and them together. Another thing I really liked was how they showed Willem Dafoe's character Vulko and how he talked to Aquaman. That was one thing that really bothered me about the original was how Mera and Aquaman acted like they knew each other already but in Aquaman they barely met for the first time so it just really threw me off. That and how did he know to go to Atlantis right when Steppenwolf was about to attack. It also bothered me how the Amazons had such an epic battle against Steppenwolf to defend him taking the mother box and the Atlanteans didn't even put up a fight. With this correction they added the dialogue that Aquaman's brother Orm (Ocean Master) was already starting to make moves to take over the other kingdoms that he needed all his soldiers and wouldn't spare any to protect the mother box. I had mixed feelings about Steppenwolf's redesign but I think ultimately it was a good thing and you were able to see his motivations better and think he came out more of a badass and better bad guy. It was cool to see him communicate using the mother boxes and talk to Darkseid's other henchmen Desaad. One thing I really didn't like was how they did Darkseid dirty and showed him lose in the past instead of how it was Steppenwolf who lost in the original to the combined armies of Amazons, Greek Gods, humans and a Green Lantern. They didn't even show him use his Omega beams against them but he did use it against the Atlanteans in a vision of the future that Cyborg sees and it was awesome. I felt they watered down Darkseid from how hardcore he's supposed to be in the comics and cartoons, etc... I liked how in the end they showed how he had Desaad with him and Granny Goodness with him on the other side of the boom tube. I really didn't like how they had this whole thing about Darkseid not remembering which planet the mother boxes were on or where he had seen the "anti-life equation". It doesn't make sense to me that he would forget the planet where he got his ass kicked and almost died or at least was defeated. I heard a theory that maybe he didn't forget he just didn't want his followers to know he suffered a defeat and didn't let them know or killed everyone who knew but then it also didn't make sense that Steppenwolf remembered. It also never explained in this version how or why Steppenwolf fell out of favor with Darkseid and why he was trying so desperately to please him and his whole debt of having to conquer 100,000 worlds. I think this movie could have been cut down to 3 hours and been just as good, and think that 4 hours was a bit too much and that's considering 10% is in slow motion scenes (that's 24 minutes give or take). To me it looks like the success of this version of the movie could possibly generate enough buzz to get a sequel but Zack Snyder has already stated that he more than likely wouldn't come back to make it. As I said above I really dug this version and probably am a little biased and should maybe give it a point lower than what I scored/rated it but I give it a 8/10 and it get's my "Must See Seal of Approval".
https://youtu.be/EvpnLXHBYZU
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Spoiler Section Review:
So I really enjoyed this movie and thought it was great. At 4 hours it was a monster of a film to get through but I'm definitely glad I watched it because it was way better than the first one that came out in theaters. One of the biggest reasons I think I liked it too was that it was rated R instead of PG-13 which is why we hear Batman and Cyborg drop F-bombs in the movie and why there is significantly more violence and bloodshed shown. The beginning was also different and had a different feel to it right away because in the original it had the memorial for Superman and in this one it doesn't. One thing that I didn't care for and thought was really annoying was how the movie wasn't widescreen but the 4:3 ratio but luckily I have a setting on my tv to change it to widescreen and I think that helped a lot. I know the composer was also changed from the original which I think was better but hard to say but the music definitely fit better. A big change was how the movie felt like it had less humor and really felt darker in tone. I think that at 4 hours long though they really added back or too many additional scenes that didn't need to be there and were completely unnecessary. The part after Bruce Wayne tries to recruit Aquaman and the Swedish or Norwegian girls sing that song was pretty unnecessary and could have been taken out as well as when Wonder Woman goes to the fire arrow place of the Amazons and walks down the stairs to look at the ancient murals. I liked how Bruce Wayne/Batman had more scenes with Alfred Pennyworth. The greatest addition to this movie in my opinion were the additional scenes for Cyborg's story arc and for Flash. These really helped flesh out their characters and do them justice especially for them not having had their own individual movies before this movie of forming the Justice League. I like how Flash saved Iris in that one scene in front of the pet shop. The flashbacks for Cyborg were really cool too and how they showed more of his Mom that we never got to see humanized him a lot more. One of my favorite things that they changed was black suit Superman, that was awesome that they added that, straight out of the comics. I liked how they showed more action scenes of Wonder Woman especially the extended version of her fighting off the terrorists in the museum or wherever it was they went to blow up the kids. I also liked how they changed the scenes of Batman and her and instead made it more about the team and them together. Another thing I really liked was how they showed Willem Dafoe's character Vulko and how he talked to Aquaman. That was one thing that really bothered me about the original was how Mera and Aquaman acted like they knew each other already but in Aquaman they barely met for the first time so it just really threw me off. That and how did he know to go to Atlantis right when Steppenwolf was about to attack. It also bothered me how the Amazons had such an epic battle against Steppenwolf to defend him taking the mother box and the Atlanteans didn't even put up a fight. With this correction they added the dialogue that Aquaman's brother Orm (Ocean Master) was already starting to make moves to take over the other kingdoms that he needed all his soldiers and wouldn't spare any to protect the mother box. I had mixed feelings about Steppenwolf's redesign but I think ultimately it was a good thing and you were able to see his motivations better and think he came out more of a badass and better bad guy. It was cool to see him communicate using the mother boxes and talk to Darkseid's other henchmen Desaad. One thing I really didn't like was how they did Darkseid dirty and showed him lose in the past instead of how it was Steppenwolf who lost in the original to the combined armies of Amazons, Greek Gods, humans and a Green Lantern. They didn't even show him use his Omega beams against them but he did use it against the Atlanteans in a vision of the future that Cyborg sees and it was awesome. I felt they watered down Darkseid from how hardcore he's supposed to be in the comics and cartoons, etc... I liked how in the end they showed how he had Desaad with him and Granny Goodness with him on the other side of the boom tube. I really didn't like how they had this whole thing about Darkseid not remembering which planet the mother boxes were on or where he had seen the "anti-life equation". It doesn't make sense to me that he would forget the planet where he got his ass kicked and almost died or at least was defeated. I heard a theory that maybe he didn't forget he just didn't want his followers to know he suffered a defeat and didn't let them know or killed everyone who knew but then it also didn't make sense that Steppenwolf remembered. It also never explained in this version how or why Steppenwolf fell out of favor with Darkseid and why he was trying so desperately to please him and his whole debt of having to conquer 100,000 worlds. I think this movie could have been cut down to 3 hours and been just as good, and think that 4 hours was a bit too much and that's considering 10% is in slow motion scenes (that's 24 minutes give or take). To me it looks like the success of this version of the movie could possibly generate enough buzz to get a sequel but Zack Snyder has already stated that he more than likely wouldn't come back to make it. As I said above I really dug this version and probably am a little biased and should maybe give it a point lower than what I scored/rated it but I give it a 8/10 and it get's my "Must See Seal of Approval".
https://youtu.be/EvpnLXHBYZU