Search
Search results

Purple Phoenix Games (2266 KP) rated Dungeon Drop in Tabletop Games
Feb 15, 2022
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.

Dead Reckoning
Tabletop Game
Dead Reckoning is a game of exploration, piracy, and influence based in a Caribbean-esque setting....

Alison Pink (7 KP) rated The Map of Lost Memories in Books
Jan 15, 2018
This book took a little while to really pick up the pace. Once I got a handle on who was who & who had which agenda it became a lot more interesting. The characters were easy to like or to hate depending on who's side you were on. Identifying with them on a "real world" level was a bit more tricky though.
It tells the story of Irene, a museum assistant who gets passed over for a big promotion. When she is so easily dismissed she wants to do something to make a name for herself. With the help of her deceased father's wealthy best friend she goes treasure hunting. She sets out to find the lost Khmer copper scrolls which supposedly tell the as yet unknown history of the Khmer reign in Cambodia.
Yes, there is a good dose of history & politics mixed in throughout the story. Even if you know nothing about the Khmers in Cambodia you can still get into this book & understand the plot lines.
Along her journey from Seattle to the Orient, Irene assembles a misfit band of scientists & treasure hunters...everyone from a drug addicted Khmer scholar to a man who runs the "knowledge" network in Shanghai.
All in all this was a good book. It can be enjoyed by anyone despite the time period setting & the oriental history sprinkled in throughout the text. The story is easy to get lost in once you figure out who is who.
It tells the story of Irene, a museum assistant who gets passed over for a big promotion. When she is so easily dismissed she wants to do something to make a name for herself. With the help of her deceased father's wealthy best friend she goes treasure hunting. She sets out to find the lost Khmer copper scrolls which supposedly tell the as yet unknown history of the Khmer reign in Cambodia.
Yes, there is a good dose of history & politics mixed in throughout the story. Even if you know nothing about the Khmers in Cambodia you can still get into this book & understand the plot lines.
Along her journey from Seattle to the Orient, Irene assembles a misfit band of scientists & treasure hunters...everyone from a drug addicted Khmer scholar to a man who runs the "knowledge" network in Shanghai.
All in all this was a good book. It can be enjoyed by anyone despite the time period setting & the oriental history sprinkled in throughout the text. The story is easy to get lost in once you figure out who is who.

Mark @ Carstairs Considers (2336 KP) rated Book, Line, and Sinker in Books
Jun 23, 2019
This Book is Not a Stinker, and That’s Not a Line to Hook You
Treasure hunters have come to town, certain they have a map to Captain Kidd’s treasure that he buried off the coast of Briar Creek, Connecticut. Their presence quickly divides the town, with the library that Lindsay Norris runs becoming ground zero for some of the fights. However, when the tension leads to a dead body at the dig site, several of her friends become suspects. Naturally, Lindsay begins looking for a clue that might point the police in a different direction. Can she dig up the correct X to mark the killer?
I completely enjoyed this book. The plot is a little different for a cozy mystery, but in this case that was a good thing. Just adjust your expectations accordingly, but you will be satisfied when you turn the final page. Lindsay’s love life gets complicated when her ex-fiance shows up, but I enjoyed seeing how that storyline played out, and I felt it allowed us to get to know Lindsay better. The characters are as charming as always; I’m especially pleased to see that Lindsay’s relationship with the police is already changing for the better. We get some extras, thanks to the crafternoon group, including discussion questions for The Great Gatsby, a cross stitch pattern, and two recipes. I may be behind in this series, but I am certainly enjoying catching up.
I completely enjoyed this book. The plot is a little different for a cozy mystery, but in this case that was a good thing. Just adjust your expectations accordingly, but you will be satisfied when you turn the final page. Lindsay’s love life gets complicated when her ex-fiance shows up, but I enjoyed seeing how that storyline played out, and I felt it allowed us to get to know Lindsay better. The characters are as charming as always; I’m especially pleased to see that Lindsay’s relationship with the police is already changing for the better. We get some extras, thanks to the crafternoon group, including discussion questions for The Great Gatsby, a cross stitch pattern, and two recipes. I may be behind in this series, but I am certainly enjoying catching up.

Lenard (726 KP) rated Dora and the Lost City of Gold (2019) in Movies
Sep 2, 2019 (Updated Sep 2, 2019)
Backpack, backpack, backpack, backpack
In the era of reboots, legacyquels, and reimaginings, films require a balance between innovation and "the original" product. Dora and the Lost City of Gold is such an undertaking as a adaptation of a popular children's show. The filmmakers had an objective to make a feature film while not alienating fans of the original Dora the Explorer. I believe that the team (who also worked on the previous two Muppets movies) did a good job. They found ways to have Dora speak to the audience (like on her show), have Backpack and Map speak, introduce Spanish words and phrases (the point of the show), and Boots and Swiper ("Swiper, no swiping.") were integral characters, all of which would have detracted from the film if done improperly. At the same time, the writers and director had to have a story that would sustain a 90-minute movie and leave little left to, pardon the pun, explore. The search for a lost city of gold and a race between archaelogists and treasure hunters satisfied that objective, a little Young Indiana Jones adventure mixed with National Treasure. The biggest liability in the whole film was Eugenio Derbez and his slapstick comedic style never fit the tone of the film. Luckily, Michael Pena can debilitate him with a styling monologue. Now that Dora has ended her adventure in the jungle, she can study the harshest environment known to man: high school in an anthropological dissertation.

Temple Run
Games and Entertainment
App
"In pretty much every treasure hunting adventure movie there’s one specific scene in which the...

Fortune and Glory
Book
The twenty-seventh entry in Janet Evanovich's No.1 New York Times bestselling series isn't just the...

A Legacy of Murder
Book
American antique dealer Kate Hamilton's Christmastime jaunt to a charming English village leads to...

Mark @ Carstairs Considers (2336 KP) rated Smile Beach Murder in Books
May 26, 2022
Murder at the Lighthouse
After being laid off from her job as a reporter, Callie Padget has returned home to Cattail Island in the Outer Banks of North Carolina and landed a job at the local bookstore. She is forced to face a tragedy from her past when a friend falls from the island’s lighthouse almost on the anniversary of her own mother’s tragic death at the lighthouse. Callie doesn’t buy the official police ruling of suicide, especially since the victim had just found the first clue to a treasure hunt. Can Callie figure out what really happened? Is the treasure hunt related to the death?
Despite the vacation island setting, this book does have a bit of a more serious tone thanks to Callie’s own past and how the current death impacts some of the characters. It’s a delicate balance that this book handles well. I quickly came to love the characters, and I can only see that love growing as the series progresses. The plot has a bit of a relaxed pace, but it does get us to a logical conclusion. I loved the setting; I can see myself spending a week on the island on vacation. I also appreciated how this book used all the senses to bring the setting to life. This book would be fun on a vacation, but if you are looking for a virtual vacation, you’ll be extra glad you picked this one up.
Despite the vacation island setting, this book does have a bit of a more serious tone thanks to Callie’s own past and how the current death impacts some of the characters. It’s a delicate balance that this book handles well. I quickly came to love the characters, and I can only see that love growing as the series progresses. The plot has a bit of a relaxed pace, but it does get us to a logical conclusion. I loved the setting; I can see myself spending a week on the island on vacation. I also appreciated how this book used all the senses to bring the setting to life. This book would be fun on a vacation, but if you are looking for a virtual vacation, you’ll be extra glad you picked this one up.

Lindsay (1760 KP) rated A Christmas in the Alps in Books
Jan 2, 2022
A Christmas in the Alps is a lovely and enjoyable story set for Christmas. You will find yourself wanting to find out more about the two main characters exploring France. This book is set during and takes place mainly in France around Christmas.
We meet Simone while she is cleaning out her great grandma's house. Her friend found a letter and read it to Simone. The letter starts Simone on her journey to discover her great-grandma's treasure and heritage. Will she find more than that? Will she overcome her flying fear? She meets Kyle during her flight from Seattle to France.
This story is doing a bit of genealogy and a bit of romance. So far, it is excellent. It looks like Simone has made at least two friends. There seems to be a mystery going on as well at this point. Is Leon's Aunt related to Simone's Great-grandma, or does she know anything about her Great Grandpa rescued during WW2?
Will Kyle and Simone find love with each other? Will Simone find the true treasure and family? There seems to be a family feud or a rift in a relationship. Can Simone find a solution and fix the relationship with her great aunt? To this end, you will want to read more from this author. Melody Carlson will bring you in to enjoy the culture of her lovely books and Christmas books. This one is no different.
We meet Simone while she is cleaning out her great grandma's house. Her friend found a letter and read it to Simone. The letter starts Simone on her journey to discover her great-grandma's treasure and heritage. Will she find more than that? Will she overcome her flying fear? She meets Kyle during her flight from Seattle to France.
This story is doing a bit of genealogy and a bit of romance. So far, it is excellent. It looks like Simone has made at least two friends. There seems to be a mystery going on as well at this point. Is Leon's Aunt related to Simone's Great-grandma, or does she know anything about her Great Grandpa rescued during WW2?
Will Kyle and Simone find love with each other? Will Simone find the true treasure and family? There seems to be a family feud or a rift in a relationship. Can Simone find a solution and fix the relationship with her great aunt? To this end, you will want to read more from this author. Melody Carlson will bring you in to enjoy the culture of her lovely books and Christmas books. This one is no different.