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    Real Cricket™ 17

    Real Cricket™ 17

    Games and Sports

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    Real Cricket™ is here and here to stay! We have migrated to a brand new experience with Real...

Spirits of the Wild
Spirits of the Wild
2018 | Abstract Strategy, Animals, Fantasy
You know how some games just look… delicious? Take Azul’s tiles that remind us of a yummy burst of sugary goodness. Or all the cutie little bits in Everdell. Well, the components in this game are really stellar and are just a joy to play with. Yes, I am jumping the gun with the formula I typically use for my reviews, but just scroll down for a sec and check out the play photo. Just those juicy little stones, the awesome bowl, the nice little coyote mini. They’re great! Anyway, having great components doesn’t necessarily mean that the game will be good. Add to that the fact that I picked this up from Target AND it’s published by Mattel and I really wasn’t expecting much from Spirits of the Wild. I’ll admit I was wrong. This is a great game. This is why –

This is a game about resource management, set collection and a hint of take that. The winner of the game is the player who can most efficiently use the stones they choose from the bowl during the game by assigning them to areas on their player mat. Each area scores points differently, and the game ends at the end of the player’s turn once at least five clear stones have left the provided bag. Let me explain.

DISCLAIMER: 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, from Target, or from your FLGS. -T

To setup the game, place all the stones in the bag. Place the bowl in the middle of the players, and set aside the coyote mini. Place the two stacks of Spirit Cards in the middle of the table. Each player receives a play mat and the same set of cards that indicates an action that can be taken on a turn. Draw out four stones from the bag and place them in the bowl. You are ready to begin.

On a player’s turn, they choose a face up card from the collection in front of them which tells them what to do on their turn. Such actions include take a stone, take two stones, or place some stones in the bowl and take one. Once an action card has been chosen and followed, the player flips it over and it cannot be used on the next turn. One card that can be used at any time instructs the player to take a Spirit Card action and refresh their cards by flipping them all face-up. The cards drive the actions to be made throughout the game, but the game really hinges on the stones and the coyote.

When you take actions to choose stones from the bowl you then have to assign those stones to spots on your play mat. These areas score differently and deciding which stones to grab and where to place them can be agonizing, but only because you can see what your opponent is doing and you really need to set yourself up to score points before the game suddenly has to end and you are stuck unfinished and will be unscoring. Unscoring? You’re welcome, Webster’s Dictionary. The coyote, when placed on an opponent’s play mat prevents stones from being added to that area and can really throw an ACME wrench into your plans. So determining when to move the coyote from your mat onto your opponent’s may really be the difference between sweet, tasty victory and bitter, yucky defeat. Again, play continues until the end of the turn when the fifth clear stone leaves the bag. Oh those clear ones? When placed, you can no longer place stones in that area but will also double that area’s score at the end of the game. So there’s quite a bit going on in your head throughout the game. Delicious!

Components. Well, I kinda already professed my love for them in the intro, so I’ll do it again here. They are wonderful components! I want to just be fidgeting with them all the time.

So is this good? Verily!! The constant struggle between deciding your action card based on the stones in the bowl or refreshing your cards or just going for broke and taking a chance on unscoring an area because there are already three clear stones out but you know at any time three more can make an appearance and end the game is just so satisfying. The components are amazing, the game play is fast and furious (not a sponsor), and you just want to play it again right afterward. Those are my favorite kind of games. If this all sounds like your kind of game, definitely check it out. You won’t be disappointed. I believe anyone would like this one. Purple Phoenix Games gives this one an enthusiastic, but temptation-to-eat-the-stones-resisting 10 / 12.
  
Maori
Maori
2009 | Exploration, Nautical
Simple (2 more)
Easy to Teach
Fun Polynesian theme
Carcassone level of simplicity with good depth and a Polynesian theme
I teach this to "non-gamers" all the time and we even take it with us on vacation. The game is simple, there is a 4 by 4 grid of tiles to choose from, and you move a little boat around the board one or two spaces and take one of those tiles. you have some shells you can use to move the boat further or inside to the middle tiles. you can also get more boats to move further. You also have a player mat in which to place the newly acquired tiles, but one you place them you can't move them. Each tile has different values based on what you have around it, you try to create islands, and huts double the scoring trees. This is just the Gist, there is more to it, and there is event a backside to the board for extra challenge. we like this one a lot for those nights when a heavy game doesn't appeal to us, or we are sitting no the deck with a glass of wine, unwinding. we want to play and have fun without thinking too hard. Thee is a fun trying to place yourself just right so that someone else can't reach on the next turn, but then you will. I highly recommend this one.
  
The House with a Clock in Its Walls (2018)
The House with a Clock in Its Walls (2018)
2018 | Fantasy, Horror, Mystery
After losing both parents in a car accident, Lewis travels to New Zebedee, Michigan to live with his uncle Jonathan (Jack Black) in his large, creepy house. Jonathan's neighbour, Florence Zimmerman (Cate Blanchett) seems to spend most of her time there too as they are old friends. The house is full of clocks and, as you've probably guessed from the title of the movie, an even more mysterious clock lies hidden somewhere within its walls. Lewis discovers that Johnathan is a warlock, Florence is a good witch and that the house once belonged to a powerful warlock, who intended to use the clock as part of a catastrophic evil plan.

Directed by Eli Roth, the movie oozes style and creepiness. It has scares that will terrify younger children, but entertain the parents and it has a good amount of humour throughout. For me though, it felt like all style and not much substance. Despite being based on the first in a series of 12 books, with this first story being published in 1973, the movie version just feels like an amalgamation of things we've seen many times before in recent years. Harry Potter, Miss Peregrine, even the trailer made me think of the Goosebumps movie.

I'm probably being a little harsh, and the latter third of the movie did turn out to be a lot more enjoyable than the first two. I guess I was just hoping for something a bit more.
  
    Sheltered

    Sheltered

    Games

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    Business and Productivity

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    Reference and Utilities

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