Ultimate Lion Simulator
Games and Education
App
Jump into a brand new adventure as a ferocious Lion! Brave a dangerous new world to claim your place...
AmpliTube for iPad
Music and Entertainment
App
***NOW WITH EVEN MORE FREE GEAR MODELS PLUS "FENDER COLLECTION 2" AVAILABLE VIA IN-APP PURCHASE TO...
AmpliTube CS for iPad
Music and Entertainment
App
***NOW WITH EVEN MORE FREE GEAR MODELS PLUS "FENDER COLLECTION 2" AVAILABLE VIA IN-APP PURCHASE TO...
AmpliTube CS
Music and Entertainment
App
***NOW WITH EVEN MORE FREE GEAR MODELS PLUS "FENDER COLLECTION 2" AVAILABLE VIA IN-APP PURCHASE TO...
Call Break Plus
Games
App
Call Break is a strategic trick-based card game played by four players with a standard deck of 52...
Purple Phoenix Games (2266 KP) rated Monster Stomping: Heroes in Tabletop Games
Dec 15, 2020
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Purple Phoenix Games (2266 KP) rated Mob Sitters in Tabletop Games
Sep 17, 2019
Disclaimer: This preview is based upon a preview copy of the game. The final components, rules, and gameplay may differ from those described in this review! -L
In Mob Sitters, you take on the role of a babysitter working for the mob. Just because crime pays the bills doesn’t mean these mobsters don’t have families! You’re no ordinary babysitter though, otherwise you wouldn’t be mixed up with the mob. You’ve got plans of your own – whether it’s stealing from your boss, ratting out your rivals to the cops, or actually just some innocent babysitting, there’s money to be made here!
Mob Sitters is played over six rounds in which you take turns playing cards (some hidden and some not), targeting or reacting to your opponents, and collecting that sweet sweet money. Let’s break it down. To start the game, each player receives a player mat and deck of cards for their chosen character. There will be 8 characters in the final game, but only 6 are present in the preview copy. The different characters do not have any special powers or abilities, they just have different artwork on their cards! Shuffle your decks, draw a hand of 6 cards, determine a starting player, and you’re ready to go.
Each player’s turn consists of 6 steps (Steps 1-3 are not applicable in round 1, and Steps 4-6 are not applicable in the final round). Step 1 is to earn money – any cards with a monetary value that are in your play area are moved to your Safe and will count towards end-game scoring. It is important to note that cards that earn you money (Steal and Job cards) must be played face-up into your play area. Step 2 is to reveal and resolve any Accusation cards in your play area that you want to. Accusation cards allow you to target an opponent’s Job/Steal card currently in play, in an attempt to discard it to their Cops/Boss piles, respectively, to count against that player in end-game scoring. The targeted player does not have to sit idly by and watch their money go down the drain, however. If the targeted player has a Reaction card face-down in their play area, they may reveal it to deflect the blame to yet another player! If you successfully deflect the blame, that money will not count against you, but will instead count against the next player blamed who is unable to react to and shift blame to someone else. To play a Reaction card, it must already be in your play area – you cannot play one directly from your hand! The next step, Step 3, is to discard any remaining face down cards in your play area. In Step 4, you choose 3 cards from your hand and play them into your play area. Job/Steal cards must be played face-up, but Accusation and Reaction cards can be played face-down. During Step 5, you resolve any face-up accusation cards you may have played in Step 4. The final step, Step 6, of your turn is to draw 3 cards, bringing your hand back up to 6 cards. Play then moves on to the next player, who then will perform their 6 steps, and so on. After 6 rounds, the game ends. Scoring varies depending on how many players there are, but ultimately the winner is the player with the most money in their safe!
I know that sounds like quite a lot going on, but believe me when I say the game plays pretty well (and pretty quickly) once you’ve gotten the hang of the turns. On paper, the sheer number of steps per turn seems excessive and like it would bog down the gameplay, but in actuality, the actions performed in each step are simple and fast. Perhaps if the number of steps were condensed from 6 down to maybe 3-4, the gameplay would seem a little less daunting. There is some slight ambiguity between the types of cards and into which stacks they go – the rules call cards Job and Steal cards, but the player mat refers to Boss and Cop cards. Fortunately the cards have symbols that correspond to the different stacks, so when in doubt, check the corner of the card!
Let’s talk components. This is first and foremost a card game, and the cards I received are of good quality! They shuffle well, and feel sturdy enough to withstand many plays. The art on the cards is pretty cute, the colors really pop, and there are some fun puns to be found on several Steal/Job cards. As for the player mats, this is only a preview copy of the game so I just printed them out (apologies for my lack of access to a color printer!), but their text is clear and helpful for remembering turn steps. The components may change throughout the Kickstarter campaign, but so far they’re off to a good start!
So how does it play? For the most part, Mob Sitters plays pretty quickly and is engaging for all players. There’s a good amount of strategy involved, as well as some luck and a whole lotta take that. All players receive identical decks of cards, which are then shuffled, so although you know what cards are available to your opponents, you never know what they currently have in their hand. You’ve got to be watchful of which cards your opponents play, to see if you can deduce which cards they have remaining. Are they taking the offensive approach and accusing everyone? Or are they being more subtle and taking a defensive stance, deflecting all accusations onto others? You have to decide when is the right time to play your cards to ensure that you aren’t targeted by too many opponents. Your strategy is ever-changing to adapt to the cards currently in your hand, and that’s what takes Mob Sitters to the next level for me.
Mob Sitters is a quick, easy, and fun game for any sized group. Hilarity ensues when accusations result in all players pointing fingers and trying to deflect blame. Although it can be played with 3, I think this game is better suited for 4+ players. With a smaller group, some of the aspects of ‘take that’ can feel personal and lead to tension between players. But a larger group can eliminate some of the animosity caused by always being targeted by the same person the entire game. Overall though, I enjoyed getting to play Mob Sitters! It has a unique theme and simple, yet strategic, gameplay that will keep all players on their toes. In my communications with the designer, I have learned that the retail version of the game will include “Hidden Agenda” cards to provide each player with a secret objective. There is also an expansion already in the works – The Heavy Mob Deck – that will add more cards and more complexity for experienced gamers!
If you enjoy games of hidden information, take that, and a little bit of bluffing, definitely check Mob Sitters out! It’s more than the standard party game, but still fits the categories of light, fast, and easy to learn games for all players. I look forward to following this upcoming campaign, and I definitely will be playing my copy again!
Purple Phoenix Games (2266 KP) rated Funkoverse Strategy Game: Harry Potter 100 in Tabletop Games
Aug 30, 2021
Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.
DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T
To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).
To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.
If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.
Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.
After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.
I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.
Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.
I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.
Lee (2222 KP) rated American Made (2017) in Movies
Aug 31, 2017
It certainly is an idea role for Cruise. Based on a true story, Cruise plays Barry Seal. Top pilot for TWA and bored of the same old routine day in, day out. When his co-pilot and passengers are all asleep during a flight, he relieves the monotony by faking some heavy turbulence in order to wake them all up, but it's not enough. So, when he's approached by CIA agent Schafer (Domhnall Gleeson) to work for them, flying exciting reconnaissance missions over South America, he jumps at the chance. And then during a refueling stop in Colombia, Seal is recruited by Pablo Escobar's drug cartel, who offer to pay him $2000 for each kilo of cocaine he can carry from Columbia to Louisiana. Then he begins flying guns from Arkansas to Nicaragua while still continuing the drugs runs. Seal finds himself with more money than he can spend, burying bags of it in his backyard and piling it up in wardrobes. He can't turn around without bumping into money, and all the while the stakes are getting higher, the potential consequences of his actions increasing.
Caught up in among all of this are Seals wife and kids. Finding themselves woken by him at 4am and being told they need to move home before their house is raided at 6am, before gradually adjusting to their new, increasingly expensive lifestyle. We never quite get to spend enough time with that part of Barry's life, taking a backseat instead to the roller coaster thrill seeking that he's got himself wrapped up in outside of home.
Cruise charms and grins his way through all of this perfectly. Obviously he did all of the flying scenes himself and he must have had a real blast making this movie. There's a good deal of humour throughout and the use of film grain, handheld cameras and Kodak style lighting help to give it a real 70s-80s feel to match the era it's set in. A fun, entertaining movie and a return to form for Mr Cruise!